- [+] gods of opposing alignments should never make offers.
- [+] new armour flag:
- [+] f_underclothing
- [+] getequippedob() - get the outer one.
- [+] if you have f_underclothing, can wear other armour on top of
it.
- [+] can't remove underclothes without removing outer first.
- [+] TEST with cotton shirt
- [+] make sure autoequip handles undercltohing
- [+] fix other objects
- [+] adjust ']' output
- [+] make armour help against some magical damage too
- [+] move armour check and reduction into losehpeffects().
- [+] pass damreducedbyarmour to losehpeffects
- [+] psionic spells:
- [+] dampen missiles - lots of extra evasion vs missiles only
* [+] soul link (l4, share damage)
- [+] mind sheidl (l4, like the amulet)
- [+] delay death (l5, don't die if hp <= 0 and this spell is
active)
- [+] remote ko (l6)
- [+] Silence spell / effect - air.
- [+] f_silenced.
- [+] announce in io.c
- [+] prevents spellcasting
- [+] prevents docomms()
- [+] prevents reading scrolls
- [+] prevents speech-based abilities like warcry and sonic bolt
- [+] say() will fail
- [+] sayphrase() wil fail
- [+] test the spell.......
- [+] CRASH when adjusting glyph on edge of map
- [+] non-humanoids can't climb without climb skill.
- [+] player sohuld be able to swap with unconscious/asleep lfs <= same
size
- [+] too easy to knock things unconscious??? bug. fixed.
- [+] reusable cells being set to empty! think this was a vault
definition problem.
- [+] demon chameleon / deech
- [+] low-level mosnter which can hide
- [+] add nonausea rather than nosmell sometimes.
- [+] rats should eb able to smell, but not get nauseated.
- [+] fix triumph pleasure for bjorn. must be no monsters within
LOF... or within radius ?
- [+] and make it very low piety gain.
- [+] remember which level we got flags form
- [+] flag_t -> fromlev
- [+] announce this in getflagcourse
- [+] undead qualities
- [+] no criticals
- [+] don't naturally heal
- [+] don't breath
- [+] drainlevel(fromlf)
- [+] check for dtresist necrotic
- [+] fitness saving throw (difficulty is 100 + fromlf's level*6)
- [+] call loselevel()
- [+] loselevel()
- [+] announce.
- [+] drop maxhp.
- [+] adjust hp appropriately
- [+] lose any flags where >fromlev is too high.
- [+] handle monk f_hasattack specially.
- [+] getmonkdr(level)
- [+] getmonkattacks(level)
- [+] keep track of what stats we gained and lose them again.
- [+] TEST level drain with cursed xp pot
- [+] TEST level drain with stats...
- [+] prevent drinking when wearing full-face masks like gas
mask/football helmet
- [+] implement f_COVERSFACE.
- [+] add it to objects.
- [+] check it when doing caneat() candrink()
- [+] up their AC bonus too
- [+] large scorpion
- [+] hellhound
- [+] large primalities
- [+] new vault flag: usehabitat:xxx
- [+] means "set the habitat of all vault cells to xxx"
- [+] real_getrandomob() should be given a CELL, not MAP.
- [+] getrandomobofclass() should be given a CELL, not MAP.
- [+] use CELL habitat to determine random obs
- [+] apply to caves
- [+] vault scatter: ignore locked cells (ie. reusable ones)
new vaults
- [+] dualroom
- [+] sauna - vhot!
- [+] pentagram and demons
new pionic spells
- [+] chi bolt - low dam ranged attack 1d4
- [+] chi strike (l4) - add 1d4 explosive damage to melee hits
- [+] bug: giant ant zombie not attacking giant ant
- [+] change table symol to PI
- [+] replace footstool with chair
- [+] allow reusable cells in vaults
- [+] slippery floors should make pushing easier
- [+] when checking stairs i found "Pete footprints"
- [+] new monsters:
- [+] polar bear
- [+] owlbear
- [+] bug: sleeping monsters never waking up.
- [+] "random good weapon" wish broken. fixed now.
- [+] cope with med/small/large dancing weapons
- [+] generice code to check baseid instead of raceid
- [+] handle automatic generation - need to populate:
- [+] select an appropriate object (rarity freq / common,
uncommon, rare)
- [+] copy from obejct to lf:
- [+] OBHP
- [+] SIZE
- [+] OBATTACKDELAY
- [+] bug: always getting 'twisted branch' for small dancing weapon
- [+] bug: crash in attackcell. nweps = 0
- [+] replace thin walls with unicode symbols
- [+] glass
- [+] wood
- [+] metal
- [+] getcellglyph() looks at surrounding cells if required
- [+] too slow?
- [+] attacking helpless undead shouldn't count
- [+] differentiate EXTRADAM from WOUNDING.
- [+] wounding = add damage to ALL attacks
- [+] EXTRADAM = add DIFFERENT type of damage
- [+] psionics on levelup
- [+] make this a "select from iq/10", not a select from any
- [+] if poison needle trap misses, place it on the ground.
- [+] no nauseated effects while asleep.
- [+] if something runs out of view adjacent to you, say "xxx moves
behind you"
- [+] ashkari bug:
- [+] when getting enraged by the sight of something, f_rage runs
out a few turns before f_aicontrolled. should be the same!!!
- [+] change lf summoning to better control hostility
- [+] gods should be able to see invisible
- [+] travel spell to quickly get around branches
- [+] treant / ent = green T
- [+] old/normal/young
- [+] older = slower
- [+] elder can cast 'animate tree' ?
- [+] bug: when you offer a godstone to a god outside of realm of gods,
they are saying "no" but still taking it.
- [+] gods should yell out a warning when you walk over a new godstone
- [+] this lets the player know that picking it up will anger that
god.
- [+] then add f_donewarning to it.
- [+] lich
- [+] lifeob = ornate glass jar
- [+] can walk up to 12 away
- [+] chilling touch
- [+] mindshield
- [+] teleport back to jar on death
- [+] monster ghosts have lifeob = corpse, which we generate.
- [+] but DONT let them possess the player ? or dont let them
possess anyhting ?
- [+] mosnters should say noooo! if their lifeob is destroyed
- [+] lifeobs need a link back to owner f_lifeobfor xxx
- [+] lifeob check wasn't including the lf's cell itself.
- [+] spellcasttext for dryad - "Charm" = beckons
- [+] poltergeist should be invisible
- [+] troll should covet food
- [+] avian - birds should be friendly
- [+] scroll of permenance should make armour invulnerable
- [+] amulet of mind sheild - immune to psionics
- [+] parserace() shouhld handle "random _baseid_" ie. random ant,
random troll etc
- [+] vault: troll cave (very rare)
- [+] trolls
- [+] bones
- [+] cooked corpses
- [+] bug: minions not being created in vaults.
- [+] vault: ant nest
- [+] queen ant
- [+] dirt floor
- [+] lots of ants
- [+] LOTS of food.
- [+] reduce flame volume
- [+] vault maintainedge not working. slightly fixed now?
- [+] vampires are turning into gas clouds but then trying to attack.
- [+] new amulets
- [+] Of evolution (turn into a merman in deep water, aviad instead
of falling, (fireres humanoid) in fire, (coldred human) in
cold)
- [+] in deep water and can't swim? turn into merman
- [+] about to fall through a hole? turn into a flying aviad
- [+] in fire and not resistant? turn into a Lavax
- [+] in cold and not resistant? turn into sasquatch
- [+] all polymorphs are TEMPORARY (5 turns or so).
- [+] no autoid
- [+] of bloodthirst - walking over blood heals you!
- [+] no autoid
- [+] Of graceful swimming (auto turn into a swan when you enter
water)
- [+] no autoid
- [+] paranoia (5% chance per turn to create monsters out of sight,
but in lof)
- [+] they will make a "walk" noise right away
- [+] or something just "you hear xxx right behind you!"
- [+] shopkeepers
- [+] remove F_SHOPITEM - this was used for old shop code.
- [+] "shop" vaults
- [+] village map (but leave the habitat for use in bazaar vault
etc)
- [+] vault: support for random monsters - use "random" for name
- [+] vault flag: f_monsstayinvault
- [+] vaults for goblin caves
- [+] pool of water
- [+] small hut
- [+] brick wall
- [+] trapped corridor
- [+] pranksters dust (makes everyone invisible)
- [+] allow c_random for animations
- [+] random chance of different kind of wallfloor when creating
dungeons
- [+] brick wall (slightly weeaker, orange/red)
- [+] metal wall
- [+] wood ??
- [+] instead of using map->habitat->solidcelltype, use
getsolidcelltype(map)
- [+] this checks map for f_solidcelltype
- [+] if not there, uses map->habitat->solidcelltype.
- [+] vaults should be able to inherit empty/solid types from map
- [+] x:cell:EMPTY