nexus/god.c

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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
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "ai.h"
#include "attack.h"
#include "defs.h"
#include "flag.h"
#include "god.h"
#include "io.h"
#include "lf.h"
#include "map.h"
#include "move.h"
#include "nexus.h"
#include "objects.h"
#include "spell.h"
#include "text.h"
extern map_t *firstmap;
extern map_t *heaven;
extern race_t *firstrace, *lastrace;
extern raceclass_t *firstraceclass, *lastraceclass;
extern job_t *firstjob, *lastjob;
extern skill_t *firstskill, *lastskill;
extern objecttype_t *objecttype;
extern lifeform_t *player;
lifeform_t *godlf[MAXGODS];
int ngodlfs = 0;
void angergod(enum RACE rid, int amt, enum GODANGERREASON why) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
lifeform_t *god;
int piety;
int dosay = B_FALSE;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
god = findgod(rid);
modpiety(rid, -amt);
piety = getpiety(rid);
// if you have never prayed to this god before, finish now.
if (!lfhasflag(god, F_PIETY)) {
return;
}
// if you HAVE prayed to this god before, something bad will probably happen.
switch (why) {
case GA_ATTACKALLY:
godsay(rid, B_TRUE, "How dare you attack an ally!"); break;
case GA_ATTACKHELPLESS:
godsay(rid, B_TRUE, "You would attack one who is helpless?"); break;
case GA_ATTACKOBJECT:
if (rid == R_GODTHIEVES) {
godsay(rid, B_TRUE, "What are you, a common thug?"); break;
} else {
godsay(rid, B_TRUE, "You dare destroy my symbols?"); break;
}
case GA_ASSAULT:
godsay(rid, B_TRUE, "You dare attack one of my innocent servants?"); break;
case GA_EAT:
godsay(rid, B_TRUE, "That is NOT acceptable for consumption!"); break;
case GA_HERESY:
godsay(rid, B_TRUE, "Heresy!"); break;
case GA_MERCY:
godsay(rid, B_TRUE, "You allowed your foe to escape!"); break;
case GA_MONEY:
godsay(rid, B_TRUE, "Giving away money offends me..."); break;
case GA_MURDER:
godsay(rid, B_TRUE, "You have taken a life!"); break;
case GA_PRAY: dosay = B_TRUE; break;
case GA_POISON:
godsay(rid, B_TRUE, "I do not condone the use of poison!"); break;
case GA_SPELL:
godsay(rid, B_TRUE, "Your magic offends me!"); break;
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// announce
if (piety > 0) { // not angry yet.
godsay(rid, dosay, "You are testing my patience, mortal!");
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
} else if (piety > -100) { // minor bad stuff
godsay(rid,dosay, "You have angered me, mortal!");
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
} else if (piety > -200) { // major bad stuff
godsay(rid,dosay, "You go too far, mortal!");
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
} else { // god will attack
godsay(rid,dosay, "You will regret that!");
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
// bad stuff
if (piety <= 0) {
void *poss[MAXCANDIDATES];
object_t *o;
flag_t *f;
int isflag[MAXCANDIDATES];
int nposs = 0;
enum ATTRIB a;
// lose at least one god gift
for (o = player->pack->first ; o ; o = o->next) {
if (hasflagval(o->flags, F_GODGIFT, rid, NA, NA, NULL)) {
poss[nposs] = o;
isflag[nposs] = B_FALSE;
nposs++;
}
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
for (f = player->flags->first ; f ; f = f->next) {
if ((f->lifetime == FROMGODGIFT) && (f->obfrom == god->race->id)) {
poss[nposs] = f;
isflag[nposs] = B_TRUE;
nposs++;
}
}
if (nposs) {
int sel;
msg("\"You are unworthy of my gifts, mortal!\"");
sel = rnd(0,nposs-1);
if (isflag[sel]) {
killflag((flag_t *)poss[sel]);
} else {
obdie((object_t *)poss[sel]);
}
}
// then...
if (piety > -100) {
int i,n;
2011-08-18 06:57:43 +10:00
lifeform_t *l;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// minor bad stuff
switch (rid) {
case R_GODDEATH:
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_PAIN, player, NULL, player->cell, NULL, NULL);
castspell(god, OT_S_DRAINLIFE, player, NULL, player->cell, NULL, NULL);
2011-08-18 06:57:43 +10:00
// all undead in sight become hostile
for (l = player->cell->map->lf ; l ; l = l->next) {
if (!isplayer(l) && isundead(l) && cansee(l, player)) {
if (getallegiance(l) != AL_HOSTILE) {
aiattack(l, player, PERMENANT);
}
}
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
break;
case R_GODTHIEVES:
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// take a random object
msg("\"Yoink!\"");
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_CONFISCATE, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
break;
case R_GODMERCY:
// lower one attribute
msg("\"Be glad that I am feeling merciful, mortal!\"");
a = rnd(0,MAXATTS-1);
modattr(player, a, -1);
break;
case R_GODPURITY:
// remove blessings
nposs = 0;
for (o = player->pack->first ; o ; o = o->next) {
if (isblessed(o)) {
poss[nposs++] = o;
}
}
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
if (nposs) {
msg("\"Your actions do not befit the bearer of blessed objects!\"");
n = rnd(1,3);
if (nposs < n) n = nposs;
for (i = 0; i < n; i++) {
o = (object_t *)poss[rnd(0,nposs-1)];
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
while (!isblessed(o)) {
// pick again...
o = (object_t *)poss[rnd(0,nposs-1)];
}
curseob(o);
}
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
} else {
// don't have any blessed objects.
msg("\"Perhaps you need some time without material wealth...\"");
dospelleffects(NULL, OT_S_GUSTOFWIND, 10, NULL, NULL, player->cell, B_UNCURSED, NULL, B_TRUE);
}
break;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
default:
break;
}
} else if (piety > -200) {
object_t *o;
2011-08-18 06:57:43 +10:00
lifeform_t *l;
int n,i;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// major bad stuff
switch (god->race->id) {
case R_GODDEATH:
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_PAIN, player, NULL, player->cell, NULL, NULL);
castspell(god, OT_S_DRAINLIFE, player, NULL, player->cell, NULL, NULL);
2011-08-18 06:57:43 +10:00
// all undead in sight become hostile
for (l = player->cell->map->lf ; l ; l = l->next) {
if (!isplayer(l) && isundead(l) && cansee(l, player)) {
if (getallegiance(l) != AL_HOSTILE) {
aiattack(l, player, PERMENANT);
}
}
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
switch (rnd(1,2)) {
case 1:
msg("\"This will teach you some humility, mortal!\"");
if (getattr(player, A_IQ) > getattr(player, A_STR)) {
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_FEEBLEMIND, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
} else {
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_WEAKEN, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
break;
case 2:
// summon undead
msg("\"Destroy him, my pets!\"");
- [+] ob1() macros - [+] healing potions should heal even "permenant" injuries - [+] potions/spells - [+] summon decoy (chicken horde) spell - "friends!" - [+] potion of spider climb (arachnid adhesion) - [+] gloves of the spider - [+] F_startobwepskill sk_shortblades etc - [+] change mosnter starting weapons to be based on wepsk, not specific named weapons - [+] make wrapprint cope properly with 0 length strings - [+] fix io.c showlfstats layout - [+] fountains of xp should always dry up after one use! - [+] plants shouldn't leave footprints! - [+] fix overcomplicated code in updateknowncells - [+] you always "see" allies following you down/up stairs, even if they are behind you. - [+] remove dtresist slash from skeletons - their bone skin reduces this already. - [+] leave dtresist pierce because it's hard to hit them. - [+] confirm gold amount when donating to shops - [+] increase piety by half of any gold donated to temples - [+] move hp, mp, sp to same line as target, and make them into bars - [+] HP:[ 11 / 11 ] - [+] makebar(window,min,max, loss,barcol, losscol) - [+] print the prefix: "HP:[" - [+] construct the bar string to fit into 10 chars: " 11 / 11 " - [+] print it one char at a time, setting bg as follows: - [+] background: - [+] 0 - min is barcol - [+] min+1 - min+loss is losscol - [+] rest is black - [+] print the suffix: "] " - [+] remember last dam amount for hp. - [+] show mp and stamina like this too. - [+] update viewpoint sooner when moving vertically - [+] if you can't comprehend the contents of a spellbook, don't ID it! - [+] hpbar: pass textcol and texcolwithbg - [+] show f_stability in @e - [+] don't identify tech inside shops if it's beyond your skill level - [+] bug: "a cursed +-1 ring of dexterity" - [+] enraged or deaf lfs shouldn't respond to chats - [+] drawbar: show mp/sp text in orange if it's at 0. - [+] allow vegetarians to eat frozen corpses. - [+] anything flying + stunned loses flying. - [+] chance for monsters to throw missiles is reduced when acc < C - [+] use same code as firearms - [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
summonlfs(god, player->cell, R_NONE, RC_UNDEAD, SZ_ANY, AL_EVIL, 3, PERMENANT, B_FALSE);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
break;
}
break;
case R_GODTHIEVES:
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
o = getweapon(player);
msg("\"Allow me to lighten your load a little...\"");
if (o) { // take player's weapon
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_CONFISCATE, player, o, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
} else { // take 3 objects
int i;
for (i = 0; i < 3; i++) {
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_CONFISCATE, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
break;
case R_GODMERCY:
msg("\"Even my mercy has its limits!\"");
// age
age(player, 15);
// lower every attribute by one
for (a = 0; a < MAXATTS; a++) {
modattr(player, a, -1);
}
break;
case R_GODPURITY:
switch (rnd(1,2)) {
case 1:
// break objects
msg("\"Time for a lesson in materialism!\"");
nposs = 0;
for (o = player->pack->first ; o ; o = o->next) {
if (hasflag(o->flags, F_DAMAGABLE) && !hasflag(o->flags, F_DEAD)) {
poss[nposs++] = o;
}
}
n = rnd(1,3);
if (nposs < n) n = nposs;
for (i = 0; i < n; i++) {
char obname[BUFLEN];
o = (object_t *)poss[rnd(0,nposs-1)];
// damage it
getobname(o, obname, o->amt);
- [+] ob1() macros - [+] healing potions should heal even "permenant" injuries - [+] potions/spells - [+] summon decoy (chicken horde) spell - "friends!" - [+] potion of spider climb (arachnid adhesion) - [+] gloves of the spider - [+] F_startobwepskill sk_shortblades etc - [+] change mosnter starting weapons to be based on wepsk, not specific named weapons - [+] make wrapprint cope properly with 0 length strings - [+] fix io.c showlfstats layout - [+] fountains of xp should always dry up after one use! - [+] plants shouldn't leave footprints! - [+] fix overcomplicated code in updateknowncells - [+] you always "see" allies following you down/up stairs, even if they are behind you. - [+] remove dtresist slash from skeletons - their bone skin reduces this already. - [+] leave dtresist pierce because it's hard to hit them. - [+] confirm gold amount when donating to shops - [+] increase piety by half of any gold donated to temples - [+] move hp, mp, sp to same line as target, and make them into bars - [+] HP:[ 11 / 11 ] - [+] makebar(window,min,max, loss,barcol, losscol) - [+] print the prefix: "HP:[" - [+] construct the bar string to fit into 10 chars: " 11 / 11 " - [+] print it one char at a time, setting bg as follows: - [+] background: - [+] 0 - min is barcol - [+] min+1 - min+loss is losscol - [+] rest is black - [+] print the suffix: "] " - [+] remember last dam amount for hp. - [+] show mp and stamina like this too. - [+] update viewpoint sooner when moving vertically - [+] if you can't comprehend the contents of a spellbook, don't ID it! - [+] hpbar: pass textcol and texcolwithbg - [+] show f_stability in @e - [+] don't identify tech inside shops if it's beyond your skill level - [+] bug: "a cursed +-1 ring of dexterity" - [+] enraged or deaf lfs shouldn't respond to chats - [+] drawbar: show mp/sp text in orange if it's at 0. - [+] allow vegetarians to eat frozen corpses. - [+] anything flying + stunned loses flying. - [+] chance for monsters to throw missiles is reduced when acc < C - [+] use same code as firearms - [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
msg("Your %s %s struck by divine force!", OB1(o, "is", "are"), noprefix(obname));
takedamage(o, roll("2d4"), DT_DIRECT);
}
break;
case 2:
// summon holy creautes
msg("\"Destroy him, my pets!\"");
- [+] ob1() macros - [+] healing potions should heal even "permenant" injuries - [+] potions/spells - [+] summon decoy (chicken horde) spell - "friends!" - [+] potion of spider climb (arachnid adhesion) - [+] gloves of the spider - [+] F_startobwepskill sk_shortblades etc - [+] change mosnter starting weapons to be based on wepsk, not specific named weapons - [+] make wrapprint cope properly with 0 length strings - [+] fix io.c showlfstats layout - [+] fountains of xp should always dry up after one use! - [+] plants shouldn't leave footprints! - [+] fix overcomplicated code in updateknowncells - [+] you always "see" allies following you down/up stairs, even if they are behind you. - [+] remove dtresist slash from skeletons - their bone skin reduces this already. - [+] leave dtresist pierce because it's hard to hit them. - [+] confirm gold amount when donating to shops - [+] increase piety by half of any gold donated to temples - [+] move hp, mp, sp to same line as target, and make them into bars - [+] HP:[ 11 / 11 ] - [+] makebar(window,min,max, loss,barcol, losscol) - [+] print the prefix: "HP:[" - [+] construct the bar string to fit into 10 chars: " 11 / 11 " - [+] print it one char at a time, setting bg as follows: - [+] background: - [+] 0 - min is barcol - [+] min+1 - min+loss is losscol - [+] rest is black - [+] print the suffix: "] " - [+] remember last dam amount for hp. - [+] show mp and stamina like this too. - [+] update viewpoint sooner when moving vertically - [+] if you can't comprehend the contents of a spellbook, don't ID it! - [+] hpbar: pass textcol and texcolwithbg - [+] show f_stability in @e - [+] don't identify tech inside shops if it's beyond your skill level - [+] bug: "a cursed +-1 ring of dexterity" - [+] enraged or deaf lfs shouldn't respond to chats - [+] drawbar: show mp/sp text in orange if it's at 0. - [+] allow vegetarians to eat frozen corpses. - [+] anything flying + stunned loses flying. - [+] chance for monsters to throw missiles is reduced when acc < C - [+] use same code as firearms - [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
summonlfs(god, player->cell, R_NONE, RC_ANY, SZ_ANY, AL_GOOD, 3, PERMENANT, B_FALSE);
break;
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
break;
default:
break;
}
} else {
// god attacks!
godappears(god->race->id, NULL);
aiattack(god, player, PERMENANT);
}
}
}
// anger the god if you are worshippin them.
void angergodmaybe(enum RACE rid, int amt, enum GODANGERREASON why) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
lifeform_t *god;
god = findgod(rid);
if (lfhasflag(god, F_PRAYEDTO)) {
angergod(rid, amt, why);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
void dooffer(void) {
object_t *o, *nexto;
lifeform_t *god;
flag_t *retflag[MAXCANDIDATES];
int nretflags,pietyplus = 0;
// which god?
- [+] bug: wrapprint() needs to cope with long lines which wrap!!! - [+] in progress... - [+] currently hanging - fixed. - [+] once done, make it not add spaces - [+] add spaces manually in showlfstats. - [+] once done, change all code to use wrapprint instead of textwithcol - [+] still an issue - everything in my inventory is coming up bold! - [+] missing the last word again.... - [+] remove requirement that you have to be able to pick up an object to eat it * [+] make ninja weapons be "exotic" or ninjitsu - [+] ghost missing melee attacks - [+] make oil lamps last HEAPS longer too - [+] @ should include weapon bonuses for skill/str - [+] "headless bones" when you kill a skeleton?? - [+] allow for change of verb instead of always using "Killed by xxx" - [+] only call maketried() for the player - [+] don't show 'really attack the peaceful something' if you can't see it! - [+] vault: suply closet - [+] 1 sq room with tools - [+] why is hecta's pain hitting the player? - [+] make it so you can only Offer to gods you ahve prayeed to? - [+] recalc light on: - [+] darkness/light spells - [+] eye destroyed - [+] prevent tumble/jump while grabbed - [+] prompt to drop when wearing new armour - [+] canine tracking should be a potion, not a scroll - [+] some '?' help commands not working. - [+] add f_critprotection to armour - [+] crash when tumbling into an lf - [+] incrase cellknown time when no cartography skill - [+] change disarm and trip into abilities: - [+] disarm - [+] trip - [+] ninja - [+] skills: - [+] athletics (enouhg to tumble) - [+] throwing - [+] unarmed - [+] long blades - [+] stealth - [+] objects: - [+] smoke bombs - [+] shuriken - another missle. higher dam than darts. - [+] how will this be different from the rogue class??? - [+] disarm - [+] trip. maybe make trip polearms confer this ability? - [+] flip .
2011-10-19 10:08:14 +11:00
god = askgod("To whom will you sacrifice?", B_TRUE);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
if (!god) {
msg("Cancelled.");
return;
}
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
getflags(god->flags, retflag, &nretflags, F_SACRIFICEOB, F_SACRIFICEOBCLASS, F_SACRIFICEOBWITHFLAG, F_SACRIFICEOBBLESSED, F_NONE);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
if (nretflags == 0) {
msg("%s does not accept sacrifices.", god->race->name);
return;
}
// anything here to offer?
for (o = player->cell->obpile->first ; o ; o = nexto) {
int i;
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
nexto = o->next;
// does the god want this?
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
getflags(god->flags, retflag, &nretflags, F_SACRIFICEOB, F_SACRIFICEOBCLASS, F_SACRIFICEOBWITHFLAG, F_SACRIFICEOBBLESSED, F_NONE);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
for (i = 0; i < nretflags; i++) {
int ok = B_FALSE;
int thispiety = 0;
flag_t *f;
f = retflag[i];
if ((f->id == F_SACRIFICEOB) && (f->val[0] == o->type->id)) {
ok = B_TRUE;
thispiety = f->val[2];
} else if ((f->id == F_SACRIFICEOBCLASS) && (f->val[0] == o->type->obclass->id)) {
ok = B_TRUE;
thispiety = f->val[2];
} else if ((f->id == F_SACRIFICEOBWITHFLAG) && hasflag(o->flags, f->val[0])) {
ok = B_TRUE;
thispiety = f->val[2];
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
} else if ((f->id == F_SACRIFICEOBBLESSED) && (f->val[0] == o->blessed)) {
ok = B_TRUE;
thispiety = f->val[2];
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
}
if (ok) {
char *p;
char obname[BUFLEN];
// override piety sometimes
if (god->race->id == R_GODTHIEVES) {
// 100 value = 1 piety.
// NOTE: this could be exploited by constantly sacrificing
// 1 gold at a time!
if ((o->type->id == OT_GOLD) || hasflag(o->flags, F_GEM)) {
thispiety = (getobvalue(o) / 100) + 1;
}
}
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
if (haslos(player, player->cell)) {
getobname(o, obname, ALL);
p = strdup(f->text);
p = strrep(p, "OB", obname, NULL);
if (o->amt == 1) {
p = strrep(p, "IS", "is", NULL);
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
p = strrep(p, "#S", "s", NULL);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
} else {
p = strrep(p, "IS", "are", NULL);
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
p = strrep(p, "#S", "", NULL);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
}
msg("%s", p);
free(p);
}
removeob(o, ALL);
pietyplus += thispiety;
break;
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
}
} // end for each f_sacrificexxx flag
} // end foreach ob
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
if (pietyplus) {
pleasegod(god->race->id, pietyplus);
} else {
nothinghappens();
}
taketime(player, getactspeed(player));
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
lifeform_t *findgod(enum RACE rid) {
lifeform_t *lf;
// search heaven first
for (lf = heaven->lf ; lf ; lf = lf->next) {
if (lf->race->id == rid) return lf;
}
// now search other maps
lf = findlfunique(rid);
return lf;
}
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
enum RACE getopposinggod(enum RACE rid) {
switch (rid) {
case R_GODPURITY: return R_GODTHIEVES;
case R_GODTHIEVES: return R_GODPURITY;
case R_GODDEATH: return R_GODMERCY;
case R_GODMERCY: return R_GODDEATH;
default: break;
}
return R_NONE;
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
int getpiety(enum RACE rid) {
lifeform_t *god;
flag_t *f;
god = findgod(rid);
f = lfhasflag(god, F_PIETY);
if (f) {
return f->val[0];
} else {
// ie. haven't prayed to them before.
return 100;
}
return 0;
}
enum PIETYLEV getpietylev(enum RACE rid, enum COLOUR *col, char *happiness) {
int piety;
/// figure out piety bracket
// min = -200
// max = 400
// range = 600
piety = getpiety(rid);
if (piety <= -200) { // -200 - -100
if (col) *col = C_ORANGE;
if (happiness) strcpy(happiness, "Enraged");
return PL_ENRAGED;
} else if (piety <= -100) { // -199 - -100
if (col) *col = C_RED;
if (happiness) strcpy(happiness, "Furious");
return PL_FURIOUS;
} else if (piety < 0) { // -99 - 0
if (col) *col = C_YELLOW;
if (happiness) strcpy(happiness, "Angry");
return PL_ANGRY;
} else if (piety <= 99) { // 0 - 99
if (col) *col = C_BROWN;
if (happiness) strcpy(happiness, "Tolerated");
return PL_TOLERATED;
} else if (piety <= 199) { // 100 - 199
if (col) *col = C_GREY;
if (happiness) strcpy(happiness, "Indifferent");
return PL_INDIFFERENT;
} else if (piety <= 299) { // 200 - 299
if (col) *col = C_GREEN;
if (happiness) strcpy(happiness, "Pleased");
return PL_PLEASED;
} else if (piety <= 399) { // 300 - 399
if (col) *col = C_BOLDGREEN;
if (happiness) strcpy(happiness, "Delighted");
return PL_DELIGHTED;
} else { // 400+
if (col) *col = C_BOLDCYAN;
if (happiness) strcpy(happiness, "Ecstatic");
return PL_ECSTATIC;
}
return PL_INDIFFERENT;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
lifeform_t *getrandomgod(void) {
if (ngodlfs == 0) {
return NULL;
}
return godlf[rnd(0,ngodlfs-1)];
}
- [+] when throwin gn aobject, warn if you have no LOF (just like spells) - [+] allow dodge/catch of thrown object when there is no thrower (ie. arrow traps) - [+] simplify monster spellcasting - [+] don't use any mp - [+] select power based on monster hit dice only - [+] monsters should cast spells less often - use f_castchance, default of 15% chance - [+] TEST - [+] you keep your own mpdice when polymorphing into a mosnter - [+] fxied: throw a tranq dart, then: - [+] The cockatrice loses consciousness. The cockatrice falls asleep. - [+] bug: can't operate a fridge on the ground cause it's too heavy to lift - [+] monsters generated on dark levels should always have seeindark 3-4 - [+] vending machines not working... fixed. - [+] in getchoicestr: - [+] if !showall, and if it shows a longdesc, then you hit backspace, longdesc should be cleared. - [+] show completion in a different colour - [+] bug: sometimes we seem to have map->room[x], but no cells with cell->room->id == thatid!! - [+] stop vaults from overlapping. - [+] taking too long to walk down levels - enforce max number of monster free turns - [+] inept weapon penalty should be slightly higher - [+] bad feeling check is too easy. - [+] skeletons should have f_noinjuries - [+] shouldn't check for slipping on things while swimming - [+] tweak how traps + perception skill impact search checks - [+] bug: sometimes we have no player start position. - [+] if the vault creation fails, restart map generation. - [+] only give study scroll ability at high spellcasting skill - [+] typo: ring (1 charges left) * [+] god effects when you die: - [+] pea soup should work in the cell in FRONT of you. - [+] bug: ring of control seems to work when you _weild_ it!! - [+] non-lethal weapons - [+] sword of mercy (at <1hp, ko) - [+] tranq dart - [+] add sleeptypes - [+] change all refernces to f_asleep->val[1] (now an enum) - [+] change "stirs in its slumber" if unconscious - [+] change all 'fallasleep' calls - [+] attacking a ko'd enemy with merciful weapon should do nothing. - [+] ai shouldn't target ko'd enemies - [+] ai should stop targetting people once they're dead/ko'd - [+] bashing damage should sometimes just knock unconscious instead of killing? - [+] if their hp would be >= -3, and onein(2) - [+] different body part names? "metal frame" instead of "body" - [+] implement F_BPNAME, v0=enum bodypart, text = name - [+] getbodypartname() needs a lf argument. - [+] once i add this, also make animals have "front legs" instead of "arms", "paws" rather than "hands" etc. - [+] fix calls to getbodypartname to pass in lf or null - [+] cyborg mods: - [+] can't wear most armour? - [+] need f_noarmouron - we HAVE this bp, but can't put armour on it. - [+] large rust damage from water - [+] if you have a bad feeling about an object, mark it as "[bad]" - [+] f_knownbad - [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
// get a random god which player has prayed to
lifeform_t *getrandomprayedgod(void) {
int i,nposs = 0;
lifeform_t *god,*poss[MAXGODS];
for (i = 0; i < ngodlfs; i++) {
god = godlf[i];
if (lfhasflag(god, F_PRAYEDTO)) {
poss[nposs++] = god;
}
}
if (nposs == 0) {
return NULL;
}
return poss[rnd(0,nposs-1)];
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
lifeform_t *godappears(enum RACE rid, cell_t *where) {
lifeform_t *god;
char killedname[BUFLEN],godname[BUFLEN];
god = findgod(rid);
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
real_getlfname(god, godname, B_FALSE, B_FALSE);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
strcpy(killedname, "");
if (!where) {
// somewhere next to the player.
where = getrandomadjcell(player->cell, WE_WALKABLE, B_FALSE);
if (!where) {
where = getrandomadjcell(player->cell, B_FALSE, B_FALSE);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
// now see if anyone is there.
if (where->lf) {
// kill them.
getlfname(where->lf, killedname);
killlf(where->lf);
if (where->type->solid) {
setcelltype(where, where->habitat->emptycelltype);
}
teleportto(god, where, B_TRUE);
if (haslos(player, where) && strlen(killedname)) {
msg("%s transforms into %s!", killedname, godname);
}
} else {
teleportto(god, where, B_TRUE);
}
return god;
}
- [+] 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) {
lifeform_t *opposegod;
enum RACE opposeid;
// already prayed to the opposing god?
opposeid = getopposinggod(rid);
opposegod = findgod(opposeid);
if (opposegod && lfhasflag(opposegod, F_PRAYEDTO)) {
return B_TRUE;
}
return B_FALSE;
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// maybe get a gift
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
int godgiftmaybe(enum RACE rid, int fromtemple) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
lifeform_t *god;
int piety,gotgift = B_FALSE;
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
int chance;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
god = findgod(rid);
piety = getpiety(rid);
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
if (fromtemple) {
chance = 100;
} else if (piety >= 200) {
// ie. 200 -> 4%
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// ie. 500 -> 10%
chance = piety / 50;
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
} else {
chance = 0;
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
if (pctchance(chance)) { // if this is true, you get a gift.
char obtogive[BUFLEN];
int rollagain = B_TRUE;
gotgift = B_TRUE;
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
killflagsofid(player->flags, F_ASLEEP);
- [+] 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
godsay(god->race->id, B_TRUE, "I bestow a gift upon you, mortal!");
strcpy(obtogive, "");
switch (god->race->id) {
case R_GODPURITY:
while (rollagain) {
int n,nposs,i;
object_t *poss[MAXCANDIDATES],*o;
flag_t *f;
object_t *wep;
rollagain = B_FALSE;
switch (rnd(1,6)) {
case 1:
snprintf(obtogive, BUFLEN, "2-4 blessed potions of water");
break;
case 2:
snprintf(obtogive, BUFLEN, "blessed great weapon");
break;
case 3:
snprintf(obtogive, BUFLEN, "wand of turn undead");
break;
case 4: // bless your weapon
wep = getweapon(player);
if (wep && !isblessed(wep)) {
blessob(wep);
} else {
rollagain = B_TRUE;
}
break;
case 5: // holy aura
if (lfhasflag(player, F_HOLYAURA)) {
rollagain = B_TRUE;
} else {
f = addtempflag(player->flags, F_PRODUCESLIGHT, 3, NA, NA, NULL, FROMGODGIFT);
f->obfrom = god->race->id;
f = addtempflag(player->flags, F_HOLYAURA, NA, NA, NA, NULL, FROMGODGIFT);
f->obfrom = god->race->id;
}
break;
case 6: // bless 1-3 obs
nposs = 0;
n = rnd(1,3); // num to bless
for (o = player->pack->first ; o ; o = o->next) {
if (!isblessed(o)) {
poss[nposs++] = o;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
if (nposs < n) n = nposs;
for (i = 0; i < n; i++) {
o = poss[rnd(0,nposs-1)];
while (isblessed(o)) {
o = poss[rnd(0,nposs-1)];
}
- [+] 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
blessob(o);
}
break;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
break;
case R_GODDEATH:
while (rollagain) {
flag_t *f;
object_t *wep;
rollagain = B_FALSE;
switch (rnd(1,6)) {
case 1:
if (lfhasflag(player, F_SEEINDARK)) {
rollagain = B_TRUE;
} else {
msg("\"Henceforth the night shall be your ally!\"");
f = addtempflag(player->flags, F_SEEINDARK, 4, NA, NA, NULL, FROMGODGIFT);
f->obfrom = god->race->id;
}
break;
case 2:
snprintf(obtogive, BUFLEN, "3-5 cursed potions of water");
break;
case 3:
snprintf(obtogive, BUFLEN, "cursed branded weapon");
break;
case 4: // poison your weapon
wep = getweapon(player);
if (wep && canbepoisoned(wep->type->id)) {
applyobmod(wep, findobmod(OM_POISONED));
msg("A layer of venom covers your weapon!");
} else {
rollagain = B_TRUE;
}
break;
case 5: // resistant/immune to necrotic
if (lfhasflagval(player, F_DTRESIST, DT_NECROTIC, NA, NA, NULL)) {
if (lfhasflagval(player, F_DTIMMUNE, DT_NECROTIC, NA, NA, NULL)) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
rollagain = B_TRUE;
} else {
f = addtempflag(player->flags, F_DTIMMUNE, DT_NECROTIC, NA, NA, NULL, FROMGODGIFT);
f->obfrom = god->race->id;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
} else {
f = addtempflag(player->flags, F_DTIMMUNE, DT_NECROTIC, NA, NA, NULL, FROMGODGIFT);
f->obfrom = god->race->id;
}
break;
case 6:
if (player->race->id == R_VAMPIRE) {
rollagain = B_TRUE;
} else {
msg("\"Go forth and kill in my name!\"");
setrace(player, R_VAMPIRE, B_TRUE); // ie. don't set origrace!
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
break;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
break;
case R_GODTHIEVES:
while (rollagain) {
rollagain = B_FALSE;
switch (rnd(1,7)) {
case 1:
if (getskill(player, SK_TECHUSAGE) >= gettechlevel(OT_LOCKHACKER)) {
snprintf(obtogive, BUFLEN, "lock hacker");
} else {
snprintf(obtogive, BUFLEN, "3-6 blessed lockpicks");
}
break;
case 2:
if (onein(6)) {
snprintf(obtogive, BUFLEN, "large bag of holding");
} else {
snprintf(obtogive, BUFLEN, "bag of holding");
}
break;
case 3:
snprintf(obtogive, BUFLEN, "safebox");
break;
case 4:
snprintf(obtogive, BUFLEN, "wand of opening");
break;
case 5:
snprintf(obtogive, BUFLEN, "wand of invisibility");
break;
case 6:
snprintf(obtogive, BUFLEN, "3-6 potions of invisibility");
break;
case 7:
snprintf(obtogive, BUFLEN, "leather boots of stealth");
break;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
break;
case R_GODMERCY:
while (rollagain) {
flag_t *f;
rollagain = B_FALSE;
switch (rnd(1,4)) {
case 1:
snprintf(obtogive, BUFLEN, "3 vials of ambrosia");
break;
case 2:
snprintf(obtogive, BUFLEN, "ring of regeneration");
break;
case 3:
snprintf(obtogive, BUFLEN, "ring of miracles");
break;
case 4: // immune to disease / poison
if (lfhasflag(player, F_DISEASEIMMUNE)) {
if (lfhasflagval(player, F_DTIMMUNE, DT_POISON, NA, NA, NULL)) {
rollagain = B_TRUE;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
} else {
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
f = addtempflag(player->flags, F_DTIMMUNE, DT_POISON, NA, NA, NULL, FROMGODGIFT);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
f->obfrom = god->race->id;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
} else {
f = addtempflag(player->flags, F_DISEASEIMMUNE, B_TRUE, NA, NA, NULL, FROMGODGIFT);
f->obfrom = god->race->id;
}
break;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
break;
default:
break;
} // end switch
if (strlen(obtogive)) {
object_t *o;
o = addob(player->cell->obpile, obtogive);
if (o) {
char buf[BUFLEN];
addflag(o->flags, F_GODGIFT, god->race->id, NA, NA, NULL);
if (haslos(player, player->cell)) {
getobname(o, buf, o->amt);
- [+] ob1() macros - [+] healing potions should heal even "permenant" injuries - [+] potions/spells - [+] summon decoy (chicken horde) spell - "friends!" - [+] potion of spider climb (arachnid adhesion) - [+] gloves of the spider - [+] F_startobwepskill sk_shortblades etc - [+] change mosnter starting weapons to be based on wepsk, not specific named weapons - [+] make wrapprint cope properly with 0 length strings - [+] fix io.c showlfstats layout - [+] fountains of xp should always dry up after one use! - [+] plants shouldn't leave footprints! - [+] fix overcomplicated code in updateknowncells - [+] you always "see" allies following you down/up stairs, even if they are behind you. - [+] remove dtresist slash from skeletons - their bone skin reduces this already. - [+] leave dtresist pierce because it's hard to hit them. - [+] confirm gold amount when donating to shops - [+] increase piety by half of any gold donated to temples - [+] move hp, mp, sp to same line as target, and make them into bars - [+] HP:[ 11 / 11 ] - [+] makebar(window,min,max, loss,barcol, losscol) - [+] print the prefix: "HP:[" - [+] construct the bar string to fit into 10 chars: " 11 / 11 " - [+] print it one char at a time, setting bg as follows: - [+] background: - [+] 0 - min is barcol - [+] min+1 - min+loss is losscol - [+] rest is black - [+] print the suffix: "] " - [+] remember last dam amount for hp. - [+] show mp and stamina like this too. - [+] update viewpoint sooner when moving vertically - [+] if you can't comprehend the contents of a spellbook, don't ID it! - [+] hpbar: pass textcol and texcolwithbg - [+] show f_stability in @e - [+] don't identify tech inside shops if it's beyond your skill level - [+] bug: "a cursed +-1 ring of dexterity" - [+] enraged or deaf lfs shouldn't respond to chats - [+] drawbar: show mp/sp text in orange if it's at 0. - [+] allow vegetarians to eat frozen corpses. - [+] anything flying + stunned loses flying. - [+] chance for monsters to throw missiles is reduced when acc < C - [+] use same code as firearms - [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
msg("%s appear%s!", buf, OBS1(o));
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
} else {
msg("You hear something hitting the ground.");
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
// since you got a gift, lower piety a little.
//setpiety(rid, 101);
if (!fromtemple) {
modpiety(rid, -50);
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
} // end if (pctchance enough to get a gift)
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
return gotgift;
}
int godisangry(enum RACE rid) {
if (getpiety(rid) < 0) {
return B_TRUE;
}
return B_FALSE;
}
void godsay(enum RACE rid, int says, char *format, ...) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
lifeform_t *god;
char godname[BUFLEN], buf[BUFLEN];
va_list args;
va_start(args, format);
vsnprintf( buf, BUFLEN, format, args );
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
va_end(args);
god = findgod(rid);
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
real_getlfname(god, godname, B_FALSE, B_FALSE);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
if (says) {
msg("%s%s voice booms out from the heavens:", godname, getpossessive(godname)); more();
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
msg("\"%s\"", buf);
}
void modpiety(enum RACE rid, int amt) {
lifeform_t *god;
flag_t *f;
god = findgod(rid);
f = lfhasflag(god, F_PIETY);
if (!f) return;
f->val[0] += amt;
limit(&f->val[0], PIETY_MIN, PIETY_MAX);
}
void pleasegod(enum RACE rid, int amt) {
lifeform_t *lf;
char lfname[BUFLEN];
lf = findgod(rid);
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
real_getlfname(lf, lfname, B_FALSE, B_FALSE);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
modpiety(rid, amt);
// announce
if (hasflag(lf->flags, F_PRAYEDTO)) {
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
if (!isasleep(lf)) {
switch (rid) {
case R_GODDEATH:
msg("You feel a thrill of unholy ecstasy.");
break;
case R_GODMERCY:
msg("You feel a sense of peace.");
break;
case R_GODPURITY:
msg("You hear a distant choir singing.");
break;
case R_GODTHIEVES:
msg("You feel a guilty pleasure.");
break;
default:
msg("You feel like %s approves of your actions.", lfname);
break;
}
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
godgiftmaybe(rid, B_FALSE);
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
void pleasegodmaybe(enum RACE rid, int amt) {
enum PIETYLEV modplev;
int chance;
modplev = abs(getpietylev(rid, NULL, NULL));
// the angrier or more happy the god gets, the harder it
// is to please them.
// ie. INDIFFERENT = 1 in 1 (always)
// ie. PLEASED/TOLERATED = 1 in 2
// ie. DELIGHTED/ANGRY = 1 in 3
// ie. ECSTATIC/FURIOUS = 1 in 4
// ie. ENRAGED = 1 in 5
chance = modplev + 1;
if (onein(chance)) {
pleasegod(rid, amt);
}
}
int prayto(lifeform_t *lf, lifeform_t *god) {
int piety,i;
taketime(lf, getactspeed(lf));
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
if (godblocked(god->race->id)) {
msg("%s ignores you.", god->race->name);
return B_TRUE;
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// this will return 100 if we haven't prayed to this
// god before
piety = getpiety(god->race->id);
// remember that we have now prayed to this god.
// ie. player is expected to follow the god's rules.
if (!hasflag(god->flags, F_PRAYEDTO)) {
addflag(god->flags, F_PRAYEDTO, B_TRUE, NA, NA, NULL);
}
if (godisangry(god->race->id)) {
// get even more angry
angergod(god->race->id, PIETYPRAYLOSS, GA_PRAY);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
return B_FALSE;
}
if (piety <= 99) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// piety between 0 and 99 = ignored
//godsay(god->race->id, "Stop pestering me!");
angergod(god->race->id, 0, GA_PRAY);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
modpiety(god->race->id, -30);
return B_FALSE;
}
// if we get here, piety is >= 100.
// you get some help...
godsay(god->race->id, B_TRUE, "You appear in need of assistance, mortal!");
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
switch (god->race->id) {
lifeform_t *l;
int donesomething = B_FALSE;
cell_t *c;
object_t *o;
object_t *oposs[MAXPILEOBS];
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
int noposs = 0, n;
case R_GODPURITY:
msg("\"Witness the holy radiance of purity!\"");
c = getrandomadjcell(lf->cell, WE_WALKABLE, B_ALLOWEXPAND);
if (c) {
dospelleffects(god, OT_S_LIGHT, 10, NULL, NULL, c, B_BLESSED, NULL, B_TRUE);
}
// get list of cursed obs
noposs = 0;
for (o = lf->pack->first ; o ; o = o->next) {
if (iscursed(o)) {
oposs[noposs++] = o;
}
}
if (noposs) {
o = oposs[rnd(0,noposs-1)];
blessob(o);
}
// smite evil
for (l = lf->cell->map->lf ; l ; l = l->next) {
if (getalignment(l) == AL_EVIL) {
if (haslof(lf->cell, l->cell, LOF_WALLSTOP, NULL)) {
// smite them
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_SMITEEVIL, l, NULL, l->cell, NULL, NULL);
}
}
}
// turn undead
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_TURNUNDEAD, lf, NULL, NULL, NULL, NULL);
break;
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
case R_GODDEATH:
msg("\"Behold, the power of death!\"");
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
c = NULL;
n = OT_NONE;
- [+] high metalwork/sewing lets you make things into masterwork (combine two). - [+] get dizzy if you turn too much. - [+] stomach - [+] obejcts - gems etc (check phone) - [+] if you kill it form inside, you get expelled. - [+] don't say "you hear fighting" when things are attacking you! - [+] fix crash in polymorph code - [+] All bandits should demand gold - [+] when you give it to them, thel ALL get satisfied. - [+] more flagpile corruption still happening. - [+] wasn't allcoating enough space for losdark in precalclos. - [+] still missing death announcement for plauyer pets - [+] reduce #attacks for young hawk to 1 - [+] mercy - [+] say this to intelligent mosnters then pass a speech check - [+] if you pass: - [+] they say something - [+] they ko you - [+] monstesr shouldn'ts randomly move into unconscious/dead lfs - [+] monsters should take wanted obs from adjacent unconscious lfs - [+] when you wake up: "some/all of your items are missing..." - [+] at beginner weapon skill level: exposed strike - takes longer but higher accuracy? - [+] impaler frog - [+] sinkmite - [+] drills for hands - [+] canwill Ot_s_dig - [+] targetting: - [+] fleeing: downwards - [+] can drill downwards to flee - [+] can dig through walls - [+] necrons: - [+] trapper - blue - [+] reaper - red - [+] scythe - [+] hurricane strike - [+] bug: necron reaper is not preffering its weapon for attacks.... why? - [+] check attackcell() - [+] fix colour in retaliation text - [+] need to announce hurricane strike ability - [+] amnesia scroll - lose all skill points! - Hecta effects - [+] flay flesh (bleed depending on hitdice) - [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent lfs, drags underground)
2011-12-20 19:03:15 +11:00
switch (rnd(0,4)) {
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
case 0: n = OT_S_PAIN; break;
case 1: n = OT_S_DRAINLIFE; break;
case 2: n = OT_S_BLINDNESS; break;
- [+] high metalwork/sewing lets you make things into masterwork (combine two). - [+] get dizzy if you turn too much. - [+] stomach - [+] obejcts - gems etc (check phone) - [+] if you kill it form inside, you get expelled. - [+] don't say "you hear fighting" when things are attacking you! - [+] fix crash in polymorph code - [+] All bandits should demand gold - [+] when you give it to them, thel ALL get satisfied. - [+] more flagpile corruption still happening. - [+] wasn't allcoating enough space for losdark in precalclos. - [+] still missing death announcement for plauyer pets - [+] reduce #attacks for young hawk to 1 - [+] mercy - [+] say this to intelligent mosnters then pass a speech check - [+] if you pass: - [+] they say something - [+] they ko you - [+] monstesr shouldn'ts randomly move into unconscious/dead lfs - [+] monsters should take wanted obs from adjacent unconscious lfs - [+] when you wake up: "some/all of your items are missing..." - [+] at beginner weapon skill level: exposed strike - takes longer but higher accuracy? - [+] impaler frog - [+] sinkmite - [+] drills for hands - [+] canwill Ot_s_dig - [+] targetting: - [+] fleeing: downwards - [+] can drill downwards to flee - [+] can dig through walls - [+] necrons: - [+] trapper - blue - [+] reaper - red - [+] scythe - [+] hurricane strike - [+] bug: necron reaper is not preffering its weapon for attacks.... why? - [+] check attackcell() - [+] fix colour in retaliation text - [+] need to announce hurricane strike ability - [+] amnesia scroll - lose all skill points! - Hecta effects - [+] flay flesh (bleed depending on hitdice) - [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent lfs, drags underground)
2011-12-20 19:03:15 +11:00
case 3: n = OT_S_FLAYFLESH; break;
case 4: n = OT_S_HECTASSERVANT;
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
c = getrandomadjcell(player->cell, WE_WALKABLE, B_ALLOWEXPAND);
break;
}
if (n == OT_S_HECTASSERVANT) {
if (c) {
castspell(god, n, player, NULL, c, NULL, NULL);
n = OT_NONE;
} else {
n = OT_S_DRAINLIFE;
}
}
if (n != OT_NONE) {
for (i = 1; i < lf->nlos; i++) {
lifeform_t *who;
who = lf->los[i]->lf;
if (who && !areallies(lf, who)) {
if (isundead(who)) {
makepeaceful(who);
} else {
castspell(god, n, who, NULL, who->cell, NULL, NULL);
break;
}
- [+] when throwin gn aobject, warn if you have no LOF (just like spells) - [+] allow dodge/catch of thrown object when there is no thrower (ie. arrow traps) - [+] simplify monster spellcasting - [+] don't use any mp - [+] select power based on monster hit dice only - [+] monsters should cast spells less often - use f_castchance, default of 15% chance - [+] TEST - [+] you keep your own mpdice when polymorphing into a mosnter - [+] fxied: throw a tranq dart, then: - [+] The cockatrice loses consciousness. The cockatrice falls asleep. - [+] bug: can't operate a fridge on the ground cause it's too heavy to lift - [+] monsters generated on dark levels should always have seeindark 3-4 - [+] vending machines not working... fixed. - [+] in getchoicestr: - [+] if !showall, and if it shows a longdesc, then you hit backspace, longdesc should be cleared. - [+] show completion in a different colour - [+] bug: sometimes we seem to have map->room[x], but no cells with cell->room->id == thatid!! - [+] stop vaults from overlapping. - [+] taking too long to walk down levels - enforce max number of monster free turns - [+] inept weapon penalty should be slightly higher - [+] bad feeling check is too easy. - [+] skeletons should have f_noinjuries - [+] shouldn't check for slipping on things while swimming - [+] tweak how traps + perception skill impact search checks - [+] bug: sometimes we have no player start position. - [+] if the vault creation fails, restart map generation. - [+] only give study scroll ability at high spellcasting skill - [+] typo: ring (1 charges left) * [+] god effects when you die: - [+] pea soup should work in the cell in FRONT of you. - [+] bug: ring of control seems to work when you _weild_ it!! - [+] non-lethal weapons - [+] sword of mercy (at <1hp, ko) - [+] tranq dart - [+] add sleeptypes - [+] change all refernces to f_asleep->val[1] (now an enum) - [+] change "stirs in its slumber" if unconscious - [+] change all 'fallasleep' calls - [+] attacking a ko'd enemy with merciful weapon should do nothing. - [+] ai shouldn't target ko'd enemies - [+] ai should stop targetting people once they're dead/ko'd - [+] bashing damage should sometimes just knock unconscious instead of killing? - [+] if their hp would be >= -3, and onein(2) - [+] different body part names? "metal frame" instead of "body" - [+] implement F_BPNAME, v0=enum bodypart, text = name - [+] getbodypartname() needs a lf argument. - [+] once i add this, also make animals have "front legs" instead of "arms", "paws" rather than "hands" etc. - [+] fix calls to getbodypartname to pass in lf or null - [+] cyborg mods: - [+] can't wear most armour? - [+] need f_noarmouron - we HAVE this bp, but can't put armour on it. - [+] large rust damage from water - [+] if you have a bad feeling about an object, mark it as "[bad]" - [+] f_knownbad - [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
}
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
dospelleffects(god, OT_S_ANIMATEDEAD, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
break;
case R_GODTHIEVES:
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
if (isinbattle(lf)) {
lifeform_t *l;
int donesomething = B_FALSE;
if (islowhp(lf)) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// teleport away
msg("\"Nothing like a quick getaway!\"");
dospelleffects(NULL, OT_S_DISPERSAL, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_FALSE);
} else {
// steal from your enemies
for (l = lf->cell->map->lf ; l ; l = l->next) {
if ((l != lf) && lfhasflagval(l, F_TARGETLF, lf->id, NA, NA, NULL)) {
object_t *wep;
// confiscate their weapon
wep = getweapon(l);
if (wep) {
if (!donesomething) {
msg("\"I'll take that...\"");
donesomething = B_TRUE;
}
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_CONFISCATE, l, wep, l->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
}
}
if (!donesomething) {
// teleport away
msg("\"Nothing like a quick getaway!\"");
dospelleffects(NULL, OT_S_DISPERSAL, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_FALSE);
}
} else {
int i,first = B_TRUE;
msg("\"Allow me to reveal your surroundings...\"");
dospelleffects(god, OT_S_MAPPING, 5, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
dospelleffects(god, OT_S_REVEALHIDDEN, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
- [+] 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
// unlock doors
for (i = 0; i < player->nlos; i++) {
cell_t *c;
object_t *o;
c = player->los[i];
if (c != player->cell) {
o = hascloseddoor(c);
if (o && hasflag(o->flags, F_LOCKED)) {
if (first) {
msg("\"Access granted!\"");
first = B_FALSE;
}
killflagsofid(o->flags, F_LOCKED);
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
noise(c, NULL, NC_OTHER, SV_TALK, "the click of a lock.", NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
}
}
}
}
break;
case R_GODMERCY:
if (ispoisoned(lf)) {
msg("\"Let thy body be purged of toxins.\"");
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_CUREPOISON, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
donesomething = B_TRUE;
}
if (gethungerlevel(gethungerval(player)) >= H_PECKISH) {
msg("\"Let thy stomach be satisfied.\"");
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_SATEHUNGER, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
donesomething = B_TRUE;
}
if (islowhp(lf) || !donesomething) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
msg("\"Let thy wounds be healed.\"");
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
castspell(god, OT_S_HEALINGMAJ, player, NULL, player->cell, NULL, NULL);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
donesomething = B_TRUE;
}
break;
default:
break;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
if (!godgiftmaybe(god->race->id, B_FALSE)) {
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
// if you didn't get a gift, lower piety for this god
modpiety(god->race->id, -PIETYPRAYLOSS);
}
// lower piety for other related gods
for (i = 0; i < ngodlfs; i++) {
if (godlf[i] != god) {
modpiety(godlf[i]->race->id, -25);
}
}
return B_FALSE;
}
void setpiety(enum RACE rid, int amt) {
lifeform_t *god;
flag_t *f;
god = findgod(rid);
f = lfhasflag(god, F_PIETY);
if (!f) return;
f->val[0] = amt;
limit(&f->val[0], PIETY_MIN, PIETY_MAX);
}