- [+] enable it
- [+] adjust colour enum definitions
- [+] adjust usage of colour enums in *.c
- [+] redo celltype colours
- [+] redo all lf colours in data.c
- [+] redo all object colours in data.c
- [+] fix potioncolours etc
- [+] get background colours working again.....
- [+] You walk down the staircase... Invalid racename 'random' in
vault monsterzoo
- [+] gaining/losing god bonus - only announce first one you lose/gain!
- [+] knockout bugs:
- [+] "you knock out the pixie"... then there' s pixie corpse.
- [+] shouldn't be able to KO robots!
- [+] don't say "you kill baba yaga's hut", say "you defeat xxx"
- [+] alignment change
- [+] should become evil if you worship hecta
- [+] ...and good if you worship glorana
- [+] -15% xp forever.
- [+] shoudl become prone when hit by falling door trap.
- [+] TEMPERATURE
- [+] habitat->basetemperature
- [+] VCOLD = <=0
- [+] COLD=1-11
- [+] COOL=12-18
- [+] AVERAGE = 19-22
- [+] WARM=23-29
- [+] HOT=30-35
- [+] VHOT=36+
- [+] getcelltemperature()
- [+] start with habitat temperature
- [+] adding/removing/moving nearby fire makes cells hotter
- [+] adding/removing/moving nearby blizzards, hailstorms, ice
etc make cells cooler
- [+] getlftemp()
- [+] start with getcelltemp
- [+] adjust for warm/cold blood, resistances, etc
- [+] hot effects
- [+] stamina is used more quickly
- [+] ice melts very fast (turns to water)
- [+] food goes bad very quickly
- [+] things made of ice take damage every turn. in
startlfturn() ?
- [+] cold effects
- [+] exposed body parts give penalties to accuracy
- [+] -2 to -4 per exposed body part (ie. max -14, -21, -28)
- [+] no effect on furred things like bears. make them
cold-resistant or immune.
* [+] medium chance to shiver... chance to drop weapons
* [+] low chance to catch cold (check cold damage code)
- [+] nothing ever melts
- [+] food never goes bad
- [+] water freezes( turns to ice)
- [+] things made of fire take _extra_ damage (in attack.c)
- [+] Show YOUR temperature in @@
- [+] Show other's temp in @@ if our lore is high enough
- [+] notify when temperature changes.
- [+] just like igniting other fires, fires should deal fire damage
to surrounding cells
- [+] heat/cold should affect SURRONDING cells too.
- [+] maybe: instead of checking cell temp every time, recalc cell
temp whenever:
- [+] create cells with habitat base temperature
- [+] we add a new object
- [+] we move an object
- [+] we remove an object
- [+] SAVE cell temperature now.
- [+] show cold/hot in statusbar.
- [+] cold announcement not working.
- [+] change glaciate:
- [+] create "unnatural coldness" object
- [+] cold snap: (l2)
- [+] create "unnatural coldness" in a radius
- [+] heatwave (l2) or "oppressive heat"
- [+] create "unnatural heat" in a radius
- [+] add fur coats to creatures (ie. resistcold)
- [+] ice cave level
- [+] walls = ice.
- [+] floor = metal
- [+] creation similar to swamp:
- [+] make dungeon
- [+] change solid walls to ice
- [+] limit room size to small.
- [+] floor = snow
- [+] temperature
- [+] base temperature is cold
- [+] ice-themed monsters
- [+] ice-themed objects
can just drop food for them.
- [+] when looking for remote obs, DO include adjacent cells with lfs,
if we have the snatch ability.
- [+] some long thin levels (80 x 12 ?)
- [+] fix code to remove useless doors.
- [+] 0 pairs of dirs with empty cells = change door to wall
- [+] pick an adjacent empty cell
- [+] floodfill the 8 cells around the door.
- [+] start with adj cell
- [+] can't go more than 1 cell away from door
- [+] solid cells or doors will stop movement
- [+] if no unfilled cells around the door, bad.
- [+] new way of fixing unconnected levels - portal!
- [+] pick one spot in each section then place a portal there.
- [+] dying should cure poison
- [+] tweaks to attack text
- [+] floor tile effecst
- [+] absorbancy - ie. carpet should absorb water.
- [+] converyors
- [+] only walkable sometime (crushers?)
- [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus"
- [+] god of nature should like eating animals all the time, not just
when hungry (makes piety gain easier)
- [+] announce when eyes are protected from a spellcloud
- [+] klikirak should like setting off fire traps.
- [+] floodfill() should follow portals to the same level.
- [+] show >1 skillpoints in green on status bar
- [+] bug: gods are apeparing behind you.
- [+] bug in getrandomadjcell
- [+] gods' planeshift spells failing? might be fixed now. using
getrandomroomcell instead of getrandomcell.
- [+] increaes damage dealt by smite evil/good
- [+] lightning javelins shouldn't be stackable
- [+] monsters not firing ranged weapons!
- [+] they just walk back and forth
- [+] bug with how i was calling haslof() for cells other than
where the mosnter was (in getdiraway())
- [+] turn undead should only work if caster level*2 is >= monster level
fullblock basics:
- [+] penalties
- [+] lowers visrange to 1
- [+] huge attack penalties
- [+] huge evasion penalties
- [+] vhigh chance of all ranged damage going to shield instead.
- [+] buckler = 75 (small)
- [+] shield = 80
- [+] large shield = 85
- [+] tower = 90
- [+] plus shield skill*2
- [+] use check_shield_block in all spell effects
- [+] this checks whether player is shieldblocoking (or evades??)
- [+] then applies damage appropriatly.
- [+] new ability;
- [+] stopped by:
- [+] losing or unequipping the shield
- [+] being interrupted
- [+] casting a spell or using an ability
- [+] exotic weapons should cost more.
- [+] maybe prevent prayer until gods have been pleased enough ?
- [+] while you're not worshipping anyone, piety gain is x4.
- [+] once first one hits 'pleased', they will appear and offer you
a place
- [+] advantge to this is that you get a gift
- [+] picking up new gold should please felix......
- [+] you shoudl only be able to sacrifice untouched gold. this
pleases felix double as much as grabbing it.
- [+] gods sohuld appear "in a cloud of ..."
- [+] bjorn - blood
- [+] klik - fire
- [+] lumara - bright light
- [+] grammar: xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach - with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
- [+] have added debugging
- [+] wait for it to happen again
- [+] put in code to check at start of turn whethe r my alignment
just changed.
- [+] my alignment seems to have changed to NONE
- [+] POLYMORPH is causing this.
- [+] fixed
- [+] commando should have low level version of gunblade
- [+] electromachete - low pierce + low electric
- [+] gunblade - med slash + low explosive
- [+] boomstick - med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
object)
- [+] l2 tech
- [+] operate it to recharge tech which has charges.
- [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
- [+] new arg: lifeform_t *causedby
- [+] use this when dealing damage, so that it counts as player
kill (etC)
- [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
1
- [+] seems almost impossible to break locks on chests by bashing....
check the calc.
- [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
- [+] after first hit: +1dam, knockback
- [+] after 2nd: +2 dam
- [+] etc
- [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100. therefore: multiply by 3
and a bit.
- [+] CRASH during wish for Power
- [+] bug:
- [+] You whack the pixie. The pixie turns to face you.
The pixie turns to flee from you!
Amberon's voice booms out from the heavens:
"You dare attack an innocent?" Amberon's voice booms out
from the heavens:
"You dare attack an innocent?" The pixie gestures at itself.
- [+] baba yaga's hut
- [+] shoudln't be able todrink potions
- [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit:
- [+] $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
- [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
- [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
- [+] scourge should always start with a whip.
- [+] fighter should be able to pick it
- [+] aligned temples sohuld be half price (or free if god is pleased?)
- [+] SM_DETECTCURSE
- [+] SM_PURCHASEITEMS
- [+] SM_BLESS
- [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
- [+] check out canreachbp() in lf.c
- [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
silver
- [+] klikirak should grant fire powers
- [+] cast pyromania when you pray
- [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
- [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
- [+] i think i said "weapon" but it turned into weapon store.
- [+] works in a wish...... is this only a problem in a vault?
- [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
"the xxx appears"
- [+] when i read a create monster scroll, this _doesnt_ happen.
- [+] when i cast summon small animals and a brian bat appears, it
_doesnt_ happen
- [+] only seems to happen whan a mosnter uses a summon spell
- [+] maybe to do with finalisemonster() or "autogen" being set in
addmonster?
- [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
- [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing plants
- [+] do something to stop kilkirak worhipers from scarificeing the
entire forest!
- [+] if you attack a plant lf in the sylvan forest
- [+] nearby plants attack.
- [+] 33% chance of a treant:
- [+] same if you destroy a plant object
- [+] takedamage() needs a "fromlf" arg
- [+] or sacrifice one.
- [+] _warning_ if you attack a plant object or plant lf. (but
don't kill it)
- [+] WISDOM warnings:
- [+] if you are about to attack an OC_FLORA object in the
woods (and have felt the woods get angry once before)
- [+] if you are about to attack a RC_PLANT lf in the woods
- [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
- [+] make food poisoning last longer!
- [+] bug: pet starting in water
- [+] ability to pay at shops using gems? but no change.
- [+] implement
- [+] require speech skill at a certain level (novice)
- [+] reveal attack location for unseen attacks
- [+] bug: poisonbolt spell shouldn't cause fire damage to objects!
- [+] return to your original form after dying when polymorphed, but
just retain SOME hp
- [+] new spell: shapeshift
- [+] like polymorph but only affects yourself and always controlled
- [+] you have to pick something you can see
- [+] spell power determiens hitdice you can copy
- [+] purify food now works on all your objects, not just one
- [+] Nature god(farming, creation)
- [+] Ekrub
- [+] doesn't like wyrms because they destroy things?
- [+] objects
- [+] has a pitchfork vs dragons
- [+] longbow of xxx
- [+] sun hat
- [+] overalls
- [+] gloves
- [+] effects:
- [+] canwill all nature spells
- [+] likes
- [+] killing animals (but only while hungry)
- [+] killing dragons
- [+] casting nature spells
- [+] creating objects or lfs (wish, monsters, food)
- [+] dislikes:
- [+] destroying objects
- [+] attackob()
- [+] throwing a flask which shatters
- [+] crush objects underfoot
- [+] via non-nature spells...?
- [+] poison
- [+] attacking plants
- [+] casting poison spells (same with other antipoison gods!)
- [+] sacrifice:
- [+] animal corpses
- [+] dragon corpses
- [+] pray:
- [+] battle:
- [+] will come to your aid against wyrms
- [+] OTHERWISE:
- [+] entangle enemies
- [+] lightning
- [+] summon plants to help you
- [+] nonbattle:
- [+] purify food on player
- [+] THEN one of the following:
- [+] cure poison
- [+] fix hunger or give food
- [+] heal
- [+] give ammo (if ranged weapon equipped and out of ammo)
- [+] give it.
- [+] make it "of seeking" (ie. always hits)
- [+] mend armour
- [+] bless armour
- [+] gifts
- [+] ability: calm animals, power 10
- [+] can shapeshift into a bear
- [+] resist poison
- [+] resist cold
- [+] ranged weapon
- [+] magic ammo for ranged weapons
- [+] angry (minor)
- [+] no nature spells work while god is angry ?
- [+] taint your food and any food you touch
- [+] summons entangling vines around you
- [+] angry (major)
- [+] one of:
- [+] cloudkill
- [+] summon storm
- [+] surround you with sawgrass
- [+] cooked food shouldn't "completely rot away"
- [+] fire l6: meteor - large version of fireball
- [+] burning feet
- [+] evaporate should be a fire spell too.
- [+] more gods should remove curse for you.
- [+] eyebats shouldn't sleep
- [+] make hecta's prayers even more powerful.
- [+] fix bug in bjorn's truestrike effect
- [+] bjorn should un-dull weapons
- [+] fix buggy supply closet definitions - was getting 1-5 of same
object rather than 1-5 different ones
- [+] restrict potion of growth to lower levels.
- [+] change method of determining how much you can carry.
- [+] change initial modification spell to 'enlarge object'
- [+] enlarge object
- [+] door -> seals with surroundings
- [+] rock -> boulder
- [+] sword -> greatsword
- [+] buckler -> next size shield
- [+] bag -> next size bag
- [+] or should this be a different spell?
- [+] immolate
- [+] if a successful unarmed attack, lf catches on fire.
- [+] wizard isn't weilding staff. are fists better?
- [+] freezing touch shouldn't work on dragonwood
- [+] fix bug preventing vision when meditating
- [+] auto shortcuts
- [+] wizards: pri/sec spells are 1/2
- [+] cook: lowest shortcut left.
- [+] statbar not being updated when i drink potion of magic.
- [+] warn that flying will stop mapping.
- [+] bjorn gifts should only be ones which you are skilled in!
- [+] add 'appropriate'
- [+] then apply to god.c
- [+] warn if you pick up poison stuff and you god doesn't like it
- [+] "I hope you're not planning on using that/those...."
- [+] superheat - throw potion like a grenade
* [+] 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
- [+] 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.
percentages
- [+] change hardness calculation
- [+] assertion roomidx failure
- [+] map roomids are geetting screwed up.
- [+] especially when i do RESTART MAP GENERATION.
- [+] possible fix is in place...
- [+] maybe make all monsters always have close to max hp
* [+] change weapons to use 'damage rating'
- [+] when reading a spellbook, notify which spells are too hard. OR
don't even list them?
- [+] print "it is too powerful for you to cast" in red
- [+] don't show "[magic]" on identified objects
- [+] why does agility of 12 give +3 accuracy??? should be lower
- [+] why do i suddenly show about rings???
- [+] bug in giveobflag()
- [+] fixed ???
- [+] why could i learn a level 4 fire spell (flame pillar) when my
fire mgic skillw as only lv3 (adept) ???
- [+] bug in getspellpower's enforecement of max spell levels
- [+] higher level spells should cost more to cast.
- [+] l1 = 1
- [+] l2 = 2
- [+] l3 = 4
- [+] l4 = 8
- [+] l5 = 16
- [+] l6 = 32
- [+] lurking horror missing a weapon
- [+] in makedesc_spell, put mp cost in red if you can't cast it
pay it
- [+] use "enchanted" weapon mod?
- [+] test
- [+] why aren't obmods working on start obs?
- [+] why isn't wizard starting with staff weilded
- [+] because gamemode was GM_LOADING
- [+] use something different during character gen.
- [+] use different text for followup weapon hits (extradam)
- [+] "you hit the xxx" (first one)
- [+] "the xxx burns" (second)
- [+] "magic blasts the xxx"
- [+] "the xxx is chilled"
- [+] move all of this into construct_hit_string(lf, victim, wep,
damtype, dam, damnum)
- [+] test
- [+] move getkillvebr() and getattackverb() into text.c
- [+] make attackob() use the same code
- [+] spellbooks now contain multiple spells
- [+] they have an associated SKILL (not spell)
- [+] they have contents (a list of spells)
- [+] hiddenname isn't getting assigned
- [+] contents aren't getitng filled in
- [+] when you read them, you learn all the spells (if you can)...
OR prompt what to read
- [+] DONT give wizards spells on levelup anymore?
- [+] gods should say WHY they are angry.
- [+] angergodmaybe, angergod need to take enum GODANGERREASON
- [+] change definitions
- [+] change calls
- [+] add new godsay text into angergod()
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
- [+] 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.
- [+] 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