- [+] 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.
- [+] problem:
- [+] i get teleported into deep water then
- [+] you are drowning
- [+] you are drowning
- [+] you are drowning
- [+] you die.
- [+] was calling checkfordrowning() too often.
- [+] also prevent random teleports into dangerous cells
- [+] accuracy bonus for weapon skill wasn't working!! fixed.
- [+] remove damage done to armour
- [+] rename greater mummy to mummy king
- [+] most robots shouldn't be able to use stairs. F_NOSTAIRS
- [+] most undead don't use stairs either
- [+] rename "donate" to"offer an item"
- [+] high speech or racial knowledge should list possible items when
you offer
- [+] insert this at adept level
- [+] bump everything else upwards
- [+] when offering objects, use SPEECH check, not MORALE.
- [+] felix shoud like offering bribes
- [+] yumi should like calming people down
- [+] animals shouldn't be smart enough to avoid sharp objects on the
grond.
- [+] make all animals have wisdom = LOW
- [+] make most undead have wisdom = VLOW
- [+] make most undead have CHA = EXLOW
- [+] warn if races are missing any STARTATTs
- [+] warn if races have duplice sTARTATTS
- [+] reduce unyon hit points
- [+] drop monster hitdice sides to 6
- [+] change goblin colours
- [+] replace quickblade with uchigatana. dael 7-8 damage. very rare.
- [ ] apply correct rarity to weapons
- [+] balance katana now that i've modified blades!
- [+] and add wakazashi.
- [+] add altdam bash to most swords
- [+] add f->text to altdam
- [+] add "noobstext" to askobject()
- [+] why did ninja start with 0 mp ?
- [+] if you read a manual for a skill yo ucan't learn, have some kind
of message to say it didnt work
- [+] map shouldn't be magical
- [+] cloth should 'heat up' (it just catches on fire)
- [+] give A_FIT to all mosnters, for stamina when we polymorph into
them!
- [+] fix bug where celldangerous() fails on a lifeform's own cell
- [+] reflexive dodging should also dodge dangerous objects which
appear on top of you!
- [+] do this in startlfturn(), before other effects!
- [+] air spell - refraction - boosts EV
- [+] move jolt to L2
- [+] don't announce initial damage taking object from perfect to
battered.
- [+] propel missile
- [+] doesnt anger lumara
- [+] for monsters: aispellok true if we have an OC_MISISLE which
we're strong enough to able to throw.
- [+] minrange 2
- [+] new swords:
- [+] baselard
- [+] shortsword
- [+] epee
- [+] cutlass
- [+] sabre
- [+] repier is now a long blade.
- [+] broadsword
- [+] falchion
- [+] claymore
- [+] zweihander
- [+] bug: job description missing skill elements when there are <4 on
the last line.
- [+] don't adjust object's armourrating based on its conditin.
- [+] increase TR of dryad
- [+] reduce range of 'chill'
- [+] potion of poison should give venom poisoning, not food poisoning
- [+] robots should be immune to charm
F_AISPELLTARGETOVERRIDE v2.
- [+] change code:
- [+] F_AISPELLTARGETOVERRIDE v0=spellid, v1=F_AICASTTOxxx
v2=TT_xxx text=pctchance or NULL.
- [+] aispellok(xx, purpose) : check this _before_ checking
spell->f_aicasttoxxx
- [+] add spelltargetoverride for vampire
- [+] add spelltargetoverride for werewolf
- [+] retain F_FLEEFROM on polymorph.
- [+] lycanthropes
- [+] show up as "human" unless your animal/magic lore is high
enough
- [+] vulnerable to silver weapons
- [+] Wererat (3hd, weapon damage)
- [+] uses short blades
- [+] stench
- [+] want alcohol?
- [+] transform into fast version of rat. plague rat?
- [+] summon small animals. summon # override? "count:"
- [+] Werewolf (4hd, 6 dam)
- [+] summon wolves ?
- [+] shapeshift to dire wolf
- [+] regenerates
- [+] firstaid skill (fast healing when resting)
- [+] Werebear
- [+] 6 hd
- [+] shapeshift to grizzly bear
- [+] summon 2-3 black bears
- [+] firstaid skill (fast healing)
- [+] shapeshifting monsters sometimes start as animal form
- [+] if you are good/evil different alignments, mosnters should flat
out refuse to join you.
- [+] more different sayphrases for recruitment.
- [+] when placing homelevobs, try to stick to rooms, not corridors
- [+] getrandomroomcell() needs WE_xxx argument.
- [+] implement cellmatchescondition(c, cond)
- [+] real_getrandomadjcell() should use this too
- [+] swoop ability should only work with claw attacks
- [+] F_FORCEATTACKOB
- [+] getweapons() needs to honour this.
- [+] spell.c: check if you have the right attack type
- [+] aispellok: only if you have the right attack yype
- [+] horse - 2hd, brown u
- [+] Hippogriff (3hd , horse/eagle, 'u') - yellow
- [+] centaur (4hd, u) - grey
- [+] make pegasus be cyan
- [+] CATs
- [+] Griffon (7hd, tr4-5, u, hates horses) - lion/eagle - yellow
'f'
for f_flying
- [+] reduce explosion size for robot corpses.
- [+] cats
- [+] Evasion, fast, normal attack speed but 2 attacks
- [+] Cheetah/leopard 3. tr. 3. Brown, jump/leap
- [+] Tiger. 4hd. tr. 5kk Red
- [+] Lion. 4. tr 6. Orange
- [+] Panther ? Magenta
- [+] Shadowcat .blue
- [+] hecta did finger of death on a troll, why didn't it leave a
corpse ? because i used necrotic damage.
- [+] crash when asking druid for levelup spell.
- [+] fix up msgs when charmed monsters are moving.
- [+] fix up explodecells() to do better LOF calculation.
- [+] cancast() timer on monster ablities is not working!!!
- [+] quaffed a potion of polymorph self... and nothing happened!
- [+] only killing undead should please the god of life, not just
killing anything evil
- [+] klikirak shouldn't get angry when you take cold damage!
- [+] fire sohuld convert flammable celltypes to another type:
- [+] wood -> stone floor with pit
- [+] carpet > stone
- [+] increase flamepillar range
- [+] warning before killing firebug on wood/carpet, if wisdom is
at_high or above, and animal lore is high enough.
- [+] make f_twohanded only apply up to a given lf size.
- [+] implement
- [+] then add "istwohandedfor(wep, lf)"
- [+] then fix up ob defs in data.c
- [+] unnatural growth/shrinkage spells should be temporary too (like
potion)
- [+] random polymorph code
- [+] stay at the same TR, or one higher/lower! (same for player
random polymorph)
- [+] elephant - friendly to mammoans
- [+] mammoth
- [+] pixie (then pixie, dryad sprite = sylvan / fae)
- [+] naiad / nixie
- [+] blue 'n'
- [+] low power charm to lure into water
- [+] dagger/javelin
- [+] throwing net
- [+] resist magic 25%
- [+] droid - zapper
- [+] hoverscout (levitates, summons monsters)
- [+] skellion - floating flaming skull, scream attack, flame melee
- [+] fire primality should cast flame burst.
- [+] don't modify monster hp based on fitness.
- [+] storm primality / wind primality
- [+] very fast
- [+] 2 attacks - 1d5 each time. (pummel with debris / zapper)
- [+] permenant windshield
- [+] lesser:
- [+] lightningbolt (lesser, 2d6)
- [+] sleetstorm (lesser, 1-2 cold and slow movement)
- [+] greater
- [+] chain lightning (greater, 3d6)
- [+] hailstorm (greater, 1d6 cold and 1d4-5d4 depending on
power)
- [+] naiad (water sprite) - 'n' -blue
- [+] good
- [+] aquatic
- [+] water spirit
- [+] charm spell
- [+] ling parasite - green 'x'
- [+] turns one corpse into a zombie (dies in the process)
- [+] add onion object.
- [+] roc
- [+] "crystal cur" - canine. only bashing works
- [+] gems for corpses.
- [+] bug: monsters not using spells. fixed.
- [+] test NOSPELLS bug with rapidivy
- [+] test low IQ spells with storm primality
- [+] make hitdice be d8 rather than d4
- [+] change F_HITDICE
- [+] add constant HITDIESIDES
- [+] redo all definitions in data.c
- [+] 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!"
- [+] air spells:
- [+] create whirlwind - make a single whirlwind
- [+] implement
- [+] ethereal steed - move very fast and levitate
- [+] f_autocreateob whirlwind behind you
- [+] whirlwind object throws any lfs/objects around randomly
- [+] tornado - creates a single tornado at a given location (more
powerful). it moves around randomly, kills adjacent walls.
- [+] F_OBMOVESRANDOMLY
- [+] find an adjacent cell (walls ok)
- [+] kill any walls there
- [+] move there
- [+] hurricane - creates a cross cloud of whirlwinds (very
powerful!). these move around randomly and kills adjacent
walls.
- [+] implement
- [+] make them all move TOGETHER.
- [+] djinni / genie
- [+] invisibility
- [+] gaseous form
- [+] illusion? mirror image ?
- [+] permenant ethereal steed effects
- [+] airblast
- [+] gust of wind
- [+] efreeti
- [+] wall of fire (new spell)
- [+] gas form
- [+] enlarge
- [+] flame pillar
- [+] when summoning a monster with a lifeob, place it under them?
- [+] druid should learn canwill plantwalk at some point... level 7
- [+] allow f_cancast to have a timer too, like canwill. (so that
monsters only cast certain spells sometimes)
- [+] is ai plantwalk working?
- [+] seems to...
- [+] but then i get "something casts a spell at you!"
- [+] aigetspelltarget is setting targlf to player. FIXED.
- [+] ai keeps on casting plantwalk after doing it once.
- [+] ai needs to sto fleeing after casting plantwalk successfully!
- [+] this is because after stealing, we are fleeing for a time
limit, rather than PERMENANT
- [+] once this is fixed, add spellcasttext plantwalk = null for
dryad.
- [+] NEw code: if you teleport, and you were fleeing, and you can no
longer have LOF to the one uou're fleeing from, STOP.
- [+] The dryad vanishes! A dryad moves out of view.--More--
- [+] don't say both!
- [+] change CHARMEDBY code for player:
- [+] walk towards charmer, then give them your stuff!
- [+] dryad brown 'T' (tree creature)
- [+] knife
- [+] must stay near oak tree
- [+] can "plantwalk" between oak trees (or other plants).
- [+] cast spell at cell with plant, warps you to a random one
- [+] for player: reveal all cells with trees, then ask
you which one.
- [+] range 1
- [+] maxpower 1
- [+] ai casting: must be a plant in range.
- [+] emergency code: if not within lifeob range, move back!
- [+] can cast sleep
- [+] wants gold/gems/weapons
- [+] home oak tree contains gems
- [+] steal
- [+] stayinroom
- [+] charm
- [+] AI shouldn't ever walk away from life ob!
- [+] ai homeob gems aren't appearing
- [+] if monster dodges your first atatack, cancel the second!
- [+] make god anger/happiness fade over time, unless they are enraged
(1 per turn ?)
- [+] chance of fading is 1 in (abs(piety)/100)
- [+] don't include " [tried] when dumping bones!
- [+] "repair all"!
- [+] implement repairall
- [+] make repairall like eating (auto action)
- [+] time taken when you fall down should be longer
- [+] F_STAYINROOM monsters will go back to their lair if they ahve no
target.
- [+] more object decay in bones files:
- [+] blood splashes/pools become blood stines
- [+] all objects have a 1/4 chance of vanishing (someone picked
them up)
- [+] resting should only please glorana if your'e actually worshipping
her!
- [+] exploit: stand outside jimbo's room and pelt him! fixed.
- [+] random "behaviours" for more/less hp
- [+] around dlev 8-9, monsters are too easy. at this point i'm
dealing 10-20 damage per hit.
- [+] give monsters a "Challenge Rating" seperate to their hitdice.
- [+] instead of gethitdice(), use getcr()
- [+] change dumpmonsters
- [+] use cr() to determine what monsters will appear, not hit dice.
- [+] that way i can have certain mosnters have more hp, but still
appear higher in the dungeon
- [+] initially, assign CRs based on hit dice
- [+] when rolling hitdice for monsters, always give maximum, then
go up/down by 15%
- [+] monsters shoiuld always know spells from their spellbooks.
- [+] warn before eating your own kind if it will anger your god, and
you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
MOVING.
- [+] bug: issue with skill display if you learn higher than your max
level by reading a book!
- [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
& thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
- [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
* [+] nouns
* [+] adjectives
- [+] flight (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
- [+] feather fall (dt_fall dmg = 0)
- [+] don't "slam into the ground", just "float gently to the
ground"
- [+] of amplification (boost listening skillchecks, allow you to
listen at stairs)
- [+] peaceful sleep (don't get woken up by sound, cursed)
- [+] chef's amulet(lower metabolism)
- [+] thief's amulet (lockpicking)
- [+] oval
- [+] chasm
- [+] room split in 4 by glass
- [+] concentricroom
- [+] Crash when a vault uses the object 'hole in the ground'
- [+] better method of giving spells to monsters
- [+] f_randomspellcount v0=amt
- [+] f_randomspellschool v0=ss_xxx v1=minlevel v2=maxlevle, text
= pw:xxx or null
- [+] if power not given:
- [+] castig power is (starting depth / 2)
- [+] limited by spell's max level.
- [+] OR
- [+] f_randomspellcount v0=amt
- [+] f_randomspellposs v0=spellid, optional text = power.
- [+] include these in validateraces
- [+] populate monsters...
- [+] TEST! (with fire sprite, check if it casts a spell other then
fire dart)
- [+] if monster is randomly given the job "j_wizard", you MUST pick a
subjob too!
- [+] go back to using CANCAST for monster spells, so that they show up
properly in a mind scan.
- [+] druid should start with sickle as secondary weapon.
- [+] healing not hurting undead - should be fixed now.
- [+] add description of spell powe calculation to spell skills
- [+] increase obhp of armour
- [+] i was a druid, levelled up to l4, and didn't get a new spell!
FIXED. wasn't refreshing LEVSPELLSCHOOLFROMX.
- [+] make it a lot harder to get "beheaded" etc.
- [+] show real object name in "killed by a thrown xxx" even if you
didn't see it
- [+] short blades shouldn't be able to behead.
- [+] monster threat calc should take #attacks into account!
- [+] CTRL-DIR to turn isn't working agian. fixed.
- [+] make peasoup have range 1, rather than just going straight in
front of you.
- [+] power 1 glyph of wardning useless. fixed.
- [+] reduce zombie maxattacks to 1.
- [+] bug: Are alcohol no longer covered in (null).--More--
- [+] make merlochs much more rare.
- [+] light recalc is MASSIVELY slow on some levels.
- [+] for now: remove dark levels completely?
- [+] "You see 2 sheet of ices here."
- [+] remove F_FROZEN when you cook something.
- [+] frostbite should do a little more damage. d4 instead of d3.
- [+] at the moment i just get "your rest is interrupted!"
- [+] incorrectly calling getlorelevel() with raceid ratehr than
raceclassid.
- [+] CRASH in spellresisted() when caster is null
- [+] fix rest being interrupted by all flags!
- [+] flagcausesinterrupt()
- [+] test - get poisoned then sleep/train
- [+] test - potion of elemental immunity
- [+] metal armour now isn't being damaged _enough_!
- [+] fixed - wasn't applying the full original damage to armour.
- [+] "%s staggers backwards, but stands its ground."
- [+] every size over human gives 10% chance to avoid.
- [+] monster jobs
- [+] demonologist - can summon demons
- [+] shaman - summon animals
- [+] bezerker - can use rage
- [+] necromancer
- [+] add f_startjobs to monsters
- [+] in makedesc_race, combine skills up until screen width. ie:
- [+] Novice Listen, Novice CLimbing
- [+] Also combine abilities, ie:
- [+] Ability: jump
- [+] Ability: xxx
- [+] becomes:
- [+] Abilities: jump, xxx
- [+] more psionic spells!
- [+] psionic blast ? daels direct damage to intelligent creatures
( 1 to iq/10 )
- [+] anticipate action: next xxx attacks from target lf against lf
always miss
- [+] "you easily dodge %s%s attack."
- [+] fire should spread on carpetted floors? how to stop it spreading
to the whole dungeon ?
- [+] implement
- [+] test
- [+] new poison type:
- [+] migraine. sound causes pain (1 per volume?). light spells
cause pain too.
- [+] can get this from food too. (instead of gastro ?)
- [+] mental spell to give a migraine - "brainache"
- [+] eating raw meat can give you migraine, or gastro.
- [+] make makedesc_race take player lore skills into account
- [+] in describerace(), make title be:
- [+] Race::glowbug (beginner level knowledge)
- [+] LORE LEVELS:
- [+] NOVICE: common knowledge
- [+] breaths water
- [+] BEGINNER: only known if you've studied it a bit
- [+] nocturnal, damage resistances/vulns
- [+] silentmove
- [+] stability
- [+] ADEPT:
- [+] only know it if you've studied it a LOT
- [+] wantsobs
- [+] spells
- [+] morale
- [+] eating habits
- [+] when attacking something which is immune to your weapon,
warn you.
- [+] (if your lorelev >= beginner)
- [+] change io.c to use command_t table
- [+] when selecting your starting weapon, show damage and accuracy
- [+] scourge gains nullify at high levels
- [+] bug: ur-gnats not flying
- [+] had f_nospells AND f_canwill flight
- [+] made f_nospells not affect F_CANWILL, just F_CANCAST
- [+] shouldn't be able to cook firebug corpses
- [+] fire shoudl make crackling noises
- [+] nullify should anger god of magic, and not upset god of battle
- [+] nullify shouldn't affect natural flight fof birds
- [+] shouldn't remember your surroundings while raging
- [+] lfs shouldn't flee from themselves!
- [+] change attackverb for touch attacks.
- [+] eyebat gaze
- [+] "your pair of sunglasses protects you"
- [+] but the spellcast is never announced!
- [+] fixed.
- [+] stun() should make lf lose concentration
- [+] fix a few logic errors in gaze protection code.
- [+] when i go up level as a scourge, I'm getting "You have gained the
ability 'Nullify' (job perk)."
- [+] i should be getting You have gained the ability 'Nullify VII'
(job perk).
- [+] why isn't 'hte power appearing
- [+] also when i start typing nullify, it says "It is too powerful for
you to cast"
- [+] because levabil isn't keeping pw:xxx text
- [+] BUG in LEVABIL.
- [+] remove gravity school (move to "air")
- [+] mud should eventually dry out (but take 50 turns or so)
- [+] bug: " [@=stats Effects Items gic ?=describe ESC=quit]"
- [+] allow '?' from askgod() prompt.
- [+] when hecta changes you to a vampire:
- [+] don't change your hp!
- [+] don't chance your stats ?
- [+] add ?j for job descriptions
- [+] wrapprint: when caling line length, use modified strlen to ignore
^c or ^num
- [+] extra info in makedesc_job:
- [+] Attrib mods:
- [+] Strength: very high
- [+] IQ: Low
- [+] Alignment: Neutral OR Good/Evil etc, or ANY
- [+] starting skills: x, x, x, x, x, x
- [+] changes to paladin
- [+] cannot cast spells if using cursed weapon/armour
- [+] get rid of skillcheck to learn a new spell.
- [+] cyclonic shield should also damage attackers.
- [+] ^F#_#^? releases a cloud of red spores
- [+] ragefungus bug
- [+] "you are too tired to do that right now"
- [+] move this check out into useability.
- [+] test that minotaur still uses charge. (which costs stamina)
- [+] force sphere not working! fiexd, needed to limit "radius" to 1
minimum. also added animation.
- [+] reduce max jolt power to 5.
- [+] change initial sky wizard spell to jolt
- [+] average charisma + speech ?
- [+] lose all/most of the warrior abilities
- [+] can only voluntarily wear known blessed items (add this to the
description)
- [+] (glorana must give holy water when you pray)
- [+] move most post-damage stuff into losehpeffects()
- [+] pass "int doextraeffects" to losehp_real().
- [+] during melee attack, delay this.
- [+] otehrwise, it happens in losehp!
- [+] add constants for real_getobname params
- [+] add constants for real_losehp params
- [+] issue - should i be able to say 'have mercy' when i'm not
adjacent?
- [+] probably not!
- [+] don't sell credit cards in shops.
- [+] make crowns, velvet robes, wizard hats more likely to have brands
- [+] don't say "your feet get wet" when walking from water to water
- [+] fix bug in real_warnabout() where multiple warning_t instances
were being made for the same text.
"reflexive dodging" ability
- [+] first rotation in a turn takes no time
- [+] exploit: if you walk diagonally next to a monster, it moves to
your previous space!
- [+] fix: aigetlastknownpos should return the cell that trails
point to, not the cell _with_ the trails.
- [+] only recognise weapon quality (masterwork etc) if you are skilled
in that weapon or perception
- [+] cope with mosnter necromancers, etc
- [+] parserace should look for necromancer etc.
- [+] if so, set "wantsubjob" to SJ_NECROMANCER etc
- [+] move specialty mage code into "givejobspecialty"
- [+] Make wizard's job name depend on primary spell school.
- [+] "Demonologist", "Firemage", "Icemage", "Necromancer",
"Skymage", "Wizard" (wild)
- [+] instead of getjob() then j->name, use "getjobname(lf)"
- [+] f_jobname
- [+] i should never "hear voices chanting" from an abandoned temple
- [+] for monsters, show "its bite inflicts poison" in io.c racial
knowledge
- [+] casting healing on myself pleased Glorana twice!
- [+] one from casting a life spell
- [+] one from casting healing.
- [+] move ones from spell.c to castspell()
- [+] new flag: f_pleasesgod v0=godid, v1=howmuch
- [+] add to other spell objects:
- [+] f_pleasesgod
- [+] GODFIRE - spelllevel * 2
- [+] GODDEATH = spelllevel
- [+] GODLIFE = spelllevel*2
- [+] GODNATURE: spelllevle*2
- [+] show this in describespell
- [+] for god healing effects, use gainhp() so that it says "Your HP is
fully restored."
- [+] change F_RESISTMAG to be percentage rather than 1-20
- [+] make some gods' pleasure boost power of related spells
- [+] 1 per each positive levle of getpietylev()
- [+] glorana: life
- [+] hecta: death
- [+] only apply auto shortcuts for players.
- [+] subjob_t
- [+] addsubjob()
- [+] killsubjob()
- [+] show subjobs in job descriptions.
- [+] data.c: addsubjob(....
- [+] in job defs:
- [+] f_canhavesubjob sj_xxx
- [+] use this to determine whether to ask about them
- [+] redo getjobname
- [+] remove f_job->Text
- [+] speak with dead should only work on corpses of races which can
talk.
- [+] warrior subclasses
- [+] "Scourge"
- [+] gains magic resistance as you level up
- [+] == 5 + (level * 3) %
- [+] nospells
- [+] no mana
- [+] paladin
- [+] blessed gear
- [+] can will turn undead
- [+] healing magic
- [+] god = glorana.
- [+] cannot use spells if glorana is angry.
- [+] battlemage
- [+] starts with one spell school (fire/ice/air)
- [+] canlearn fire/ice/air spell schools
- [+] limited to adept in all schools
- [+] slightly less hp
- [+] no warrior abilities
- [+] amberon: rename to "Purity"
- [+] make it cure deformities etc ?
- [+] massive damage to undead ?
- [+] thieves: of vengeance
- [+] makes all monsters attack themselves
- [+] steals all weapons from monsters
- [+] mercy: of mercy..
- [+] acts as ring of miracles (when charged)
- [+] make "mirror image" be a modification spell instead of
mental ?
- [+] make resize spells target a lf, rather than the caster
- [+] l2 spell alchemy - convert metal object into power% its value in gold!
(maxpower 5)
- [+] need wantmaterial in doaskobject
- [+] move ring of miracles check out of losehp().
- [+] instead, just use the die() one.
- [+] titans have more hit points than gods!!! fix this.
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
stay awake (on guard)
- [+] shouldn't get salmonella from roast meat! implement israwmeat()
- [+] Curse removal - $-2147483648 each
Blessings - $-2147483648 each
(there is a $644245120 surcharge for uncursing an equipped item)
Pay for a blessing (you have $118) [yn]?
- [+] fixed.
- [+] f_rage should make f_hiding disapepar.
- [+] after stealing from shop, call more() to allow for god messages
- [+] problem - vampires shouldn't ALWAYS be flying.
- [+] any race with 'f_flying' should have f_canwill fly as well.
Use naturalflight on race instead.
- [+] call touch() on your weapon every turn? (ie. for red-hot ,
undead, etc)
- [+] CRASH right after a cockatrice stoned my wolf.
- [+] lf->flags = NULL
- [+] lf->race = corrupt.
- [+] because i'm calling die() from withing stone() from within
timeeffectsflags()
- [+] more rare potions - too many exp potions at the moment.
- [+] don't show dt resistances in io.c if you're immune
- [+] more orcs
- [+] make ork better
- [+] grey orc
- [+] invis
- [+] confuse
- [+] grand orc
- [+] blood orc
- [+] norc
- [+] smitegood, darkness
- [+] more goblins
- [+] froglin (blowguns, jump)
- [+] dusur (sand goblin)
- [+] throw salt to blind
- [+] go through walls (passwall)
- [+] tunnel downards (dig)
- [+] blowguns
- [+] more veryrare food to dilute 4leaf clover
- [+] curadough - filling, fullheal, lower metab
- [+] psitruffle - give temp xp/skill boost.
- [+] bug: two adjacent corpses, one catches on fire
- [+] fire keeps going between them
- [+] fix: fires don't burn out if there are adjacent fires with
MORE hp - must be >, not >=. (they remain at 1hp)
- [+] when fires spread, they get all their hp back.
- [+] flaming objects don't expire if there is a fire object on top
of them
- [+] random alignments on monsters not working!!!
- [+] test with lizardman.
- [+] dispaly of skills not working......
- [+] we get:
- [+] At Novice level: xxxxxxxxxxx
- [+] : yyyyyyyyyyyyyyy
- [+] should be:
- [+] At Novice level: xxxxxxxxxxx
- [+] : yyyyyyyyyyyyyyy
- [+] makedesc_skill ok.
- [+] it's when we print it from getchoicestr!
- [+] ie. wrapprint()
- [+] if strlen(word) == 0, print a " "
- [+] kind of words... but now i'm getting twice the amount of
spaces
- [+] make readuntil_real which remembers the amount of
delimeters seen
- [+] if number of delims is > 1, then print them all.
- [+] warn if you're good and attacking something helpless
- [+] stench should still affect non humanoid/animals if they have
f_enhancesmell
- [+] bug: god of fire should only be pleased by kills if you used fire.
- [+] luck should affect whether you gain abils from eating corpses
- [+] lower weight of four leaf clover
- [+] bug: when dungeon had different wall type selected, still got
scattered rock walls
- [+] death spells shouldn't please hecta if they fail
- [+] bjorn should restore stamina when you pray
- [+] show your score when you didn't make the hiscore table.
- [+] eating corpses for resistances
- [+] f_eatconfer on race defs. fill in text for stacking, ie.
resist becomes immunity if you already ahve it.
- [+] must have f_mutable.
- [+] have to eat mutant corpse first to enable this.
- [+] you gain f_mutable.
- [+] "Your body feels ready for mutation."
- [+] thereafter......
- [+] for resistances, you first take maxhp/2 damage of the same
type (with chance to ko rather than kill)!
- [+] inherited by corpses
- [+] eat shadowcat to see through smoke? this replaces the
temporary smoke creation effects.
- [+] add to some lfs
- [+] dtresist (elemental based)
- [+] attrmod (wyrm or giant corpses)
- [+] when you create a new corpse object, take EATCONFERS from
race!
- [+] store owners shouldn't let you in if you have f_stench
- [+] if you pick up a non-magical object (ie. a potion of water), and
have detect magic, and it's not magic...you know it's uncursed,
+0, etc.
- [+] (assuming pot_water is known)
- [+] other effects of alignment
- [+] areenemies()
- [+] good:
- [+] other good creatures are still "peaceful" (remove
f_hostile on creation)
- [+] evil creatures are always hostile (even npcs) (add
this flag in addlf())
- [+] no xp for attacking peaceful
- [+] neutral: nothing special
- [+] no xp for attacking peaveful
- [+] evil:
- [+] still get xp for attacking peaceful
- [+] good creatures are always hostile (add this flag in
addlf())
- [+] show alignment in @. maybe after "Race: xxx"
- [+] add random alignments to some humanoid races
- [+] should be able to jsut use f_align al_none "gne"
- [+] lizardman
- [+] all the playable races
- [+] bonus when 'c'hating to your own alignment npcs
- [+] move alignment question to givejob(), and make it random for
mosnters
- [+] add alignment to gods
- [+] sandman - puts you to sleep. OR has lots of sleeping dust.
- [+] glyph: brown 'y'
- [+] miniature tornado of sand, humanoid visible inside
- [+] can cast sleep, range 1 (or 2 and need lof?)
- [+] corpse: smoke and sleeping dust?
- [+] no attack.
- [+] low hitdice (2)
- [+] fairly high ar (10)
- [+] madeof dirt
- [+] monsters shouldn't weild lit torches
- [+] maybe reduce the damage that they do?
- [+] change allomancy to work like psionics
- [+] change colour of carpetted floor? to what though? red.
- [+] amberon should only accept sacrifice of KNOWN cursed objects!
- [+] infinite loop when going into a sewer. fix_reachability keeps
failing.
- [+] in linkexit()
- [+] startdir getitng set to DC_E! should be orthog only!
- [+] because forcedir is DC_E!
- [+] Mummy? made of paper (ie flammable). rotting touch. curse.
corpsetype = sand or ash, and blank paper.
* [+] inflicts rotting disease "mummy's curse"
- [+] can cast cause fear (but not very often, 50 turns or so)
- [+] vuln to fire (1-8)
- [+] vuln to holy (2-8)
- [+] greater mummy
- [+] more hd
- [+] lots more damage
- [+] stronger fear spell
- [+] no vuln to anything
- [+] magic resistance
- [+] priest spells. - death disease evil revenge, guardianship.
some new ones:
- [+] rot:
- [+] instead of losing hp, lose str+fit and just no healing ?
- [+] wyvern
- [+] wyrm without breath weapon
- [+] ice demon
- [+] shardshot, power 3 (ie 3d6)
- [+] snow troll
- [+] implement
- [+] - frostbite, range 1 "exhales a freezing wind"
- [+] griddler, small demon, fire dam attack, heat metal ability,
carries a permenantly red-hot weapon
- [+] curse (curses equipped objects)
- [+] applys a curse to 1-power equipped objects.
- [+] applies a -1 penalty too, if it's a weapon/armour/can have
bonuses.
- [+] protection from good.
- [+] repel the next "power" attacks from good-aligned lfs
- [+] casttoattack xxx
- [+] this needs the player to have an alignment!!! (base it on the
job)
FROM PREVIOUS COMMITS:
- [+] if you polymorph into something with nopack, MELD your pack ?
- [+] move all from lf->pack to lf->meldpack
- [+] have to SAVE meldpack too.
- [+] monsters which attack if you get too close
- [+] eg. wolf
- [+] do they attack other monsters in range too? or just players?
- [+] poisontype_t
- [+] define them all
- [+] ie. each poison type has a fixed damage amount.
- [+] check poisonisfatal()
- [+] check F_POISONED bit in startlfturn
- [+] salmonella. like food poisoning but causes more damage.
- [+] small chance of getting sick from raw meat?
- [+] FIT check to avoid.
- [+] raw meat = gastroenteritis.
- [+] raw chicken = salmonella
- [+] rotting food = either gastro (66%) or salmonella (33%)
- [+] new monster-only jobs
- [+] guard
- [+] has lots of armour and f_noflee and f_stayinroom
- [+] set climbing difficulty based on cell type as well as material
- [+] 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
- [+] extra suffix text.
- [+] use two lines for each entry.
- [+] have to use modified version of wrapprint for this.
- [+] wrapprint needs a "wrapped_lines_indent_amt" option.
- [+] this should give exactly 24 lines.
hit at point blank range.
- [+] only reduce hit% after first cell?
- [+] increase change of player ko with yumi
- [+] tranq dart and nanodart should be rodshaped.
- [+] genericise purification
- [+] F_PURIFIESTO v0 = newobject
- [+] add toadstool -> shiitake
- [+] posion potion -> water
- [+] acid potion -> water
- [+] rum -> water
- [+] DONT make the original object type known now
- [+] higher level purify food lets you select a cell!
- [+] need f_targettedspell v1 & v2 to specify power.
- [+] druid should get to pick one of 3 spells (from each available
level) upon levelup, not anything!
- [+] implement f_levspellschoolfromx
- [+] TEST!
- [+] implement secondary weapon swap with 'x'
- [+] initial press: unweild curwep. if successful, mark as
secondayr.
- [+] subsequent presses: find secondary wep (or fail). remember
cur. weild secondary. if successful, remove scondary flag and
mark old cur wep as secondary
- [+] when you move an object, it loses secondary flag.
- [+] BUG: I had TWO regions with rtype->id == RG_CAVE!!!
- [+] have added debug code
- [+] think this is fixed - need to remove created regions when i
regenerate a map.
- [+] should be able to sell gems to jewelery store
- [+] sm_sellitems
- [+] shopsell()
- [+] shop has f_cansellobclass xxx, val[0] = pct of full price you
can sell for. normally 50% but 75% for gems.
- [+] allow COUNT - modified askobjectwithflag ?
- [+] OR add an extra *sellshop option to doaskobject ??
- [+] if this is set, only allow selection of objects which
match the shop's f_shopsell flags
- [+] ie. replace wantflags[]
- [+] when passing this, don't also pass wantflag args!!!
- [+] rename shopsell flag to f_shopacceptsflag
- [+] accept F_NONE in shopacceptsflag
- [+] make shopdonate use the same code
- [+] make donating to shops lower their prices ?
- [+] for each 100 value you donate, reduce prices by 1%
- [+] ie. donate 1000 worth, reduce by 10% = 1 level of speech
skill
- [+] change shopsell to use applyshoppricemod
- [+] applyshoppricemod needs a new arg - up or down
- [+] check code in objects.c for naming too! listobs()
- [+] f_damagegroundobs v0=dam, v1=damtype
- [+] add a similar thing ice wraith (they cause cold damage)
- [+] psionic spells: baffle and disorient too similar? make one a
lower level ?
- [+] make disorient face them away from you!
- [+] ekrub shouldn't get angry for crushing glass underfoot
- [+] OR... warn before you do this if you worship ekrub
- [+] don't drip water while inside a wall (ie. ethereal)
- [+] don't show "[tried on xxx]" for objects in store inventories!
- [+] make "i bestow a gift" msg change depending on god
- [+] potion of etherealness spell disappating twice?
- [+] ie. stopspell being called twice.
- [+] spell effect now chacks for existing noncorporealness
- [+] different god msg if they are angered but still pleased
- [+] "don't do that again!"
- [+] "ahem!"
- [+] "i won't tolerate further transgressions"
- [+] etc
- [+] io.c not showing that druid is vegetarian.
- [+] show this only if ilfetime != FROMRACE
- [+] don't show it otherwise, since it's a racial trait.
- [+] change hasflag_real to have "int lifetimeexception"
- [+] same with:
- [+] VEGERATIRNA
- [+] CARNIVORE
- [+] PARTVEGETARIAN
- [+] F_SIZE??
- [+] VISRANGEMOD
- [+] stickstosnakes - make this not affect the CASTER's equiped
weapon, but it doesnt affect weapons of others.
- [+] implemment
- [+] make spell description describe this.
- [+] make safebox not be stealable
- [+] change god names to "god of xxx/yyy/zzz"
- [+] i'm pleasing the god of life somehow unknown. why?
- [+] from sleeping!
- [+] was checking !isasleep(god), not !isasleep(player)
- [+] ai object stealing code not working
- [+] chance to wake up when someone is stealing your objects ?
- [+] stealer makes an easy stealth check
- [+] fix crash in steal()
- [+] when fix_reachability kills a wall, add rubble as if the wall
fell down.
- [+] if you burn yourself on something, automatically drop it.
- [+] ai shouldn't try to wear dangerous objects.
- [+] f_hot objects count as dangerous
- [+] if metal takes fire damage, it gets F_HOT (unknown)
- [+] touch() will burn you, and make the flag known ("red hot")
- [+] if you are wearing F_HOT armour, take damage from it.
- [+] modify how heat metal spell works
- [+] when something catches on fire, it also gains F_HOT
- [+] test heat metal
- [+] firebug and fire sprite should have f_extracorpse "small fire"
- [+] in makedesc_skill, only show each "at xxx level" heading once
- [+] ice wraith shuld be flying. ghast shouldnt be levitating.
- [+] MENDING should fix rust.
- [+] BUG: ERROR - unlinked stairs! should have been linked during map
creation.
- [+] was on Dlev 9
- [+] stairs were going to the swamp.... and swamp had no stairs!!!
- [+] in finalisemap: swamp was misisng stairtypes!
- [+] Klikirak- male,fire and destruction
- [+] appears as a fire elemental?
- [+] abilities
- [+] create fire underneath
- [+] retaliate with fire
- [+] burning touch
- [+] canwill all fire spells
- [+] sacrifice
- [+] anything flammable
- [+] added effect: cast flame burst
- [+] pray:
- [+] set all nearby objects on fire
- [+] unfreeze weapons
- [+] hurt monsters with fire spells
- [+] gift:
- [+] fire resist / immunity
- [+] pyromania on weapon
- [+] fire magic
- [+] angry (minor):
- [+] blast with small fire
- [+] angry (major)
- [+] blast you with fire (and surround you)
- [+] likes
- [+] burning objects (sparking flammable, throwing objects
onto fire)
- [+] casting fire spells
- [+] killing with fire
- [+] dislikes
- [+] casting cold spells
- [+] causing cold damage
- [+] creating anything (create monster / wish / create food)
- [+] what is the difference between "purity" and "life" ?
- [+] purity: get rid of curses, bad objects, bad food, remove bad
statuses
- [+] mercy: "undo" mistakes, avoid instakills
- [+] life: healing, raise from dead, protection
- [+] life goddess - glorana
- [+] appearance:
- [+] glowing white light
- [+] abilities
- [+] cast all life spells
- [+] regenerates hp very fast
- [+] objects
- [+] none
- [+] likes
- [+] destroying undead
- [+] using life magic
- [+] healing (as per yumi)
- [+] dislikes
- [+] necromancy spells
- [+] attacking peaceful lfs
- [+] pray
- [+] healing
- [+] restore mp
- [+] protection spell
- [+] gift
- [+] regeneration
- [+] firstaid skill
- [+] life magic skill / spellbooks
- [+] increase max hp
- [+] angry(minor)
- [+] life magic fails
- [+] slow natural healing rate
- [+] angry(major)
- [+] no healing
- [+] reduce max hp!
- [+] sacrifice
- [+] healing potions
- [+] restoration potions
- [+] bandages
- [+] food
- [+] protection spell:
- [+] divine armour
- [+] blocks on a certain amount of damage.
- [+] all damage goes to it! (NOT like psychic armour which just
increases AR)
- [+] NOT an ongoing spell.
- [+] ai: if you have a weapon of xxx slaying, use it when appropriate.
(getbestweapon)
- [+] amberon - change abilities to be more focused on removing bad
status effects
- [+] amberon gifts you with potions of restoration
- [+] felix is now god of thievery and vengeance.
- [+] felix now gives your weapon f_revenge.
- [+] it is because makelitradius is calling setlosdirty. and when
you do setlosdirty(player), it redraws!
- [+] solution: disable all redraws during calclight(), then
afterward reenable them!!
- [+] found two maps. read the first one. now reading the second one
doesn't identify it (make because isknown is now true!)
- [+] plants still being counted as "helpless"
- [+] combine all save data into 1 file
- [+] gamesave.dat
- [+] mapxxx.dat
- [+] regions.dat
- [+] rename elf to "Selnor"
- [+] 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
- [+] when announcing new ability/spell gains, show spell power, and
allow override of lower power ones.
- [+] make "lessen gravity" also let you hold more. 15kg per power
level.
- [+] fix broken autoshortcut()
- [+] calmanimals now awards gives 25% xp (druids get 50%)
- [+] show "tried on xxx]" for scrolls.
- [+] char *knowledge_t->triedon
- [+] update maketried()
- [+] update getobname()
- [+] potion of grow/shrink should only be temporary
- [+] sizetimer v0 = newsize, v1=timeleft
- [+] bug: blessed scroll of id not being destroyed after reading it
- [+] option: autopickup_used_missiles
- [+] give everyone 1 free object drop/pickup per turn. after that
it takes time.
- [+] add the option
- [+] add f_usedplayermissile to objects before firing them.
- [+] if you walk onto an object with f_usedplayermissile
- [+] AND autopickup_used_missiles is set
- [+] ...then pick it up.
- [+] ...and remove the flag.
- [+] 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
- [+] retain items on polymorph if new race has f_nopack or nobodypart
for equipped stuff
- [+] move obs to lf->polypack
- [+] save this!
- [+] fix bugs with remembering/restoring stats on polyrevert.
- [+] scroll of permenance should make conferred attribute changes
permenant
- [+] change strength damage mod to be range -2 to 2 (instead of a
percentage)
- [+] corrected poison/methane gas difference.
- [+] hecta gift: necromancy books
- [+] damagecell()
- [+] make rock walls turn to rubble ("50-100 stones")
- [+] change to lore skill: incrase damage by a fixed amount, not a
percentage.
- [+] felix effect: evaulation (identify obs)
- [+] god piety should never change once thy are ignoring you.
- [+] shields should protect against crit hits
- [+] hecta no longer gives unholy water?
- [+] I'm able to use OT_A_SHIELDBASH with 0 stamina.
- [+] CRASH during loading
- [+] fixed
- [+] ...but check for more....
- [+] quaff potion of fury - "you're too tired to do that right now"
- [+] player was being prompted for locaiton when monster tried to wear
a bandage.
- [+] closing iron gates is making them opaque.
- [+] only add blocksview if the objectTYPE has it.
- [+] fountains of experience not drying up.
- [+] looking for tracks on stairs. never finding any!!
- [+] shop descriptions not working anymore.
- [+] left hand got destroyed by explosion.
- [+] i then wore a ring... and it went on "left finger"!
- [+] all spell effects should cease just before death.
- [+] crystal shield/armour shouldn't call wear() but rather just set
f_equipped directly.
- [+] bedrooms/kitchens should have tiled or carpet floors?
- [+] tiled = less stability (especially with water!!)
- [+] carpet = more stability
- [+] fire skeleton
- [+] firebug
- [+] ice wraith
- [+] winter wolf
- [+] skoob (snowman)
- [+] crymidia can cast crystal spells
- [+] blastbug
- [+] bilco - casts flood at itself.
- [+] rubber-like things
- [+] slug
- [+] snail
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
weapon!
- [+] new option when chatting:
- [+] "care to trade knowledge?"
- [+] works if:
- [+] you have a skill which they don't know (or a spell
which they don't know)
- [+] otherwise "there is nothing you can teach me."
- [+] AND ONE OF
- [+] works if they know a spell which you don't know (but
are able to learn)
- [+] works if they have the same skills as you, but better,
- [+] works if they have the a skill which you don't, AND
they are >= adept
- [+] otherwise "i fear there is nothing useful i can
teach you"
- [+] TEST
- [+] can only do this once per person ("i have nothign more i
can teach you")
- [+] if high speech, you can pick what to learn. otherwise
it's random.
- [+] bug: human rogue asking to learn 'summon weapon' but not
skilled in summoning!!!
- [+] TEST AGAIN!
- [+] speech skill determines what you can ask people about!
- [+] nov:any dangers?
- [+] beg:any useful items around?
- [+] ad:trade knowledge?
- [+] sk:join me?
- [+] (but make skillchecks harder otherwise by the time you get
the rigth speech skill level, you'll always pass!)
- [+] pay to repair. 3 gold per hp. then modify total by speech.
- [+] "splash of water" shouldn't stop you from running. at the moment
when your boots are wet you can never run because you keep
dropping water!
- [+] make delvers vuln to light
- [+] reduce potion of growth rarity
- [+] make resist poison skillcheck difficulty harder.
- [+] make holycircle/pentagram detect cursed/blessed items too
- [+] "your %s feels warm/cold"
- [+] spear shoudl have f_rodshaped
- [+] light not blinding creatures for long enough
- [+] The area is lit by a magical light! The skeleton is blinded!
The skeleton turns to flee from you! The skeleton can see
again.
(forgot its name))
- [+] INFINITE LOOP during linkexit() on sewer map.
- [+] cursed scroll of light wasn't updating view properly...
- [+] when you use a tunnel, don't say "you walk down the staircase"
- [+] use mandatory value of f_climbable text="tunnel" or
"staircase" etc
- [+] ice sprite ? (because it's water based)
- [+] sawgrass
- [+] change how repair works
- [+] always repair to 100%
- [+] skill determiens lowest hp percentage at which you can still
repair it
- [+] helper obs lower rather than increase cutoffpct
- [+] felix should take all gold and gems when you die.
- [+] reduce javelin weight
- [+] felix should accept gems as sacrifice too.
- [+] don't show "nothing happens" when felix casts reveal hidden.
- [+] when checking if an object will block a door from closing, use
the same code as when checking whether a lf is too big.
- [+] The sound of a voice: "Braaaains... awakens you!
- [+] Missing the last quote!
- [+] check firearm reloading times (F_RELOADTURNS)
- [+] add option: "automatically relaod empty 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
- [+] make non-lethal kills (ie. knockouts) display in grey rather than
green
- [+] ability: merciful fighting? always does bashing damage, always
ko.
- [+] done
- [+] Chatting to gods shouldn't work
- [+] bug: when running with shift+dir, i'm running past corridors.
- [+] when announcing skill gains, say if they are from a level.
- [+] set lifetime to FROMJOB when giving them.
- [+] if lifetime = FROMJOB, ""you can now use the ability 'xxx'
(warrior skill)"
- [+] grenade/c4 explosions should be able to damage cells!
- [+] change grenades to have bigger radius (dtorth 1)
- [+] automatically call "fireat" for grenades
- [+] impement this
- [+] make the timer shorter!
- [+] add extra checks to stop monsters from attacking allies
- [+] replace "insane"monster behaviour with F_TERRITORIAL v0=range.
- [+] will atatck anything else visible within range xxx
- [+] grave sprite should be able to see in the dark
- [+] instead of saying "An orc [drunk]", change getlfname to return "a
drunken orc" etc
- [+] when you throw an object at someone in a wall, it should fall
onto the ground in front, NOT the wall itself!
- [+] show how MUCH high/low str/agi will affect weapon damage/accuracy
- [+] different shoddy/masterwork text based on weapon types
- [+] bug: monsters never bleed from injuries!
- [+] another bug in getavgdam - negative accuracy returns negative
damage since we modify damage by accuracy!
- [+] within this function, limit accuracy to range 0-100
- [+] bug with options - opt->id never being initialised!
- [+] don't apply "behaviours" to anythuing other than humanoids.
- [+] increase missile accuracy if you are above your target
- [+] (ie you are flying higher them them)
- [+] getflightsizemod()
- [+] change bloodsplatter for full leeches to no longer use fireat code
- [+] was a bug - wasn't handling NA for speed in F_DIESPLATTER
- [+] change fireat code to not announce "xxx flies through the
air" for platters
- [+] fix it so that things flying through the air (via fragments())
can hit people.
- [+] when calling fragments(), don't announce every single "a shard
flies at xxx"
- [+] fireat() needs "announcethrow"
- [+] stop running when adjacent to any monster (evne peaceful)
- [+] monsters should always turn to face their attackers, even if they
aren't adjacent.
- [+] multiple ring types are getting the same hiddenname:
- [+] Rings
ring of strength (flourite ring)
ring of stench (flourite ring)
- [+] validateobs now checks for this.
- [+] nearly everything seems to have 2 entries.
- [+] maybe also put a check inside addhiddenname!
- [+] addhiddenname no longer triggering dupes.
- [+] bug: planeshift not working when cast by enemies.
- [+] bug: skillxp being boosted by massive amounts sometimes
- [+] Exp Level: 15 (32150 XP, -1581 for next)
- [+] bug in getlfaccuracy - returning 9937 and boosting xpval by
massive amounts!
- [+] motel bug:
- [+] How many hours will you pay for (you have $1073)? 4 hours
($440)
You start resting (in your motel room)... You finish resting.
You wake up.
"Sleep well!"
- [+] say"sleep well" BEFORE sleeping!
- [+] for some reason i'm gaining massive amounts of skill points!
- [+] killed giant ant, got 3 points???
- [+] pointsforsp not going up fast enough, especially at high
levles (13+)
- [+] was a bug in getlfaccuracy
- [+] yumi should only check attacking helpless on your FIRST attack.
- [+] if you have subsequent ones, they're ok since you can't
control them!
- [+] don't please or anger gods when fighting gods
need to delete all the map flags we added.
- [+] in fix_reachability, never create corridors on the perimeter of
the map.
- [+] realmofgods should be a fixed vault. like stomach. no exits.
- [+] bug: addmosnter() not setting lf->born when autogen = false
- [+] bug: monsters trying to pick up objects with f_nopickup
- [+] gods shouldn't flee after stealing.
- [+] regenerating troll corpses!
- [+] F_REVIVETIMER v0 = cur v1 = max. if v0 = v1, change object
to race v2.
- [+] + troll corpses do NOT decay.
- [+] worm stomach now uses tag:stomach rather than f_vaultisstomach
- [+] fire sprite should drop corpse AND fire
--This linee and those below, will be ignored--
M nexus.c
M attack.c
M text.c
M objects.c
M vault.c
M lf.c
M data.c
M map.c
M spell.c
M defs.h
M ai.c
M vaults/stomach1.vlt
- [+] monster with tremorsense can 'hear'
- [+] allow attacking of wall cells with normal melee attacks
- [+] glass should shatter
- [+] option: stop running on hearing a sound
- [+] make describerace use downline().
- [+] make certain strengths and weaknesses not show up in player
selection
- [+] An uncursed manriki wraps around the hawk. The hawk falls to the
ground.
A black bear comes into view.
You critically scratch #. The black bear roars.
- [+] check construct_hit_string.
- [+] i was hitting a hawk.
- [+] still some entrances overlapping glyphs.
- [+] genericise checking code in fix_Reachabilty
- [+] Also: in fix_reachability, disallow linking to cells which:
- [+] are adjacent to a door
- [+] are part of a vault with maintain_edge, and are 't marked
as exits.
- [+] looking a bit better now...
- [+] incorrect glyph colour for animated zombies
- [+] grow/shrink potions? to change lf size to fit armour.
- [+] resizelf()
- [+] modification spell (l2)
- [+] grow
- [+] shrink
- [+] potions
- [+] cursed growth does shrink
- [+] make rare monsters / objects only sometimes be known.
- [+] only show map name if it is IDENTIFIED, not just known.
- [+] don't allow jumping onto impassable object
- [+] food doesn't rot if it's on ice
- [+] rename fly to gnat
- [+] 'reflection' mod for shields
- [+] bounces thrown objects stuff back
- [+] 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
- [+] You walk down the staircase...
ERROR - can't find opposite end of stairs/portal!
- [+] You walk down the staircase... ERROR - unlinked stairs!
- [+] This is related to the fact that all the staircases came from
Jimbo's vault
- [+] For some reason we're not linking them when they come for ma
vault!!!
- [+] "joining unliked stairs" section not working???
- [+] it calls getstairdestination, but this DOESNT call
linkstairs!
- [+] maby: call autolink everytime i add stairs ? or only do
this during createvault ?
- [+] automatically remove useless doors (ie. ones where all adjacent
walkable cells are in the same room)
- [+] in fix_reachability i'm drawing a corridor through vault/room
walls. <- probably this one.
- [+] don't allow auto reachability to enter rooms through the
wrong side wall.
- [+] TEST during regular playtests, see if maps look better.
- [+] quality on doors.
- [+] sturdy / plain / shoddy doors. this impacts the hp
- [+] stone doors (solid / plain /crumbling)
- [+] metal ( reinforced / plain / rusty)
- [+] only show this if perception >= beginner
- [+] dungeon shapes
- [+] new cell attribute - locked.
- [+] calcroompos can't make rooms on locked cells.
- [+] normal
- [+] cross
- [+] circle
- [+] turret
- [+] - premask out blocked cells before generation!
- [+] minion code - if leader dies,
- [+] minions drop morale
- [+] and might either immediately flee
- [+] need lastdamlf
- [+] if wisdom >= gtaverage, automatically turn off lamps when you go
to sleep
- [+] "scratch"/"gnaw" etc should be based on actual damage hp amount,
not percentage.
- [+] change getattackverb()
- [+] 1-2
- [+] 3-6
- [+] 8-12
- [+] 12-18
- [+] 18+
- [+] shop objects should start with all flags known.
- [+] allow usage of godstones without id'ing them first. this will id
them.
- [+] weapon/armour shop should resize armour for you for a cost.
- [+] chanelling bonus
- [+] novice
- [+] tell you when wand is low on charges (0-3)
- [+] beginner
- [+] let you determine exact remaining charges in wands once
it is == 1!
- [+] adept
- [+] let you determine exact remaining charges in wands once
it is <= 3!
- [+] skilled:
- [+] let you determine exact remaining charges in wands once
it is <= 6!
- [+] master
- [+] lets you always see full amount of want charges.
- [+] lets you convert your mp into wand charges? "imbue item"
- [+] ....but only about their home level!
- [+] f_startmapid
- [+] cave entrances should make noise
- [+] drip
- [+] echoing
- [+] cope with multiple f_makesnoise flags on objects (pick one
randomly)
- [+] showlfstats skill display bug - "MORE" keystroke doesn't fall
through.
- [+] You impale the chicken! The chicken turns to face you.
- [+] shouldn't turn to face if your'e dead!
- [+] nulllify spell not populating seenbyplayer
- [+] crash in createfakes()
- [+] animals hsould still walk onto SHARP objects.
- [+] secret doors showing up as empty remembered cells when you look
away from them (and have lowish cartography)
- [+] don't call remove_deadends on vaults.
- [+] when walking down stairs to level 3:
- [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)',
depth 2), but it has no free stairs
- [+] ie. Level 3 has too many up staircases ? no. 3 on all of them.
- [+] FIXED. countstairs() was including too much. now using
countmapobs(map, stairtype) instead.
- [+] The goblin rogue a half-sized leather armour (null).
- [+] fixed crash when you cast rage on someone who is eating.
- [+] crash when catching a glowbug in a flask
- [+] use canreachbp code when selecting armour to damage as well....
ie newt can't hit your helmet!
- [+] BUG: "tunnel doing up" went down!
- [+] for monsters:auto raise lf stats to match starting weapons
- [+] crash in aigetspelltarget() for CLIMB
- [+] should deactiveate all spells on polymorph
- [+] allow usage of FEIGNDEATH while prone.
- [+] make coprses non-stackable
- [+] CRASH in animatedead
- [+] shouldn't say 'you attack x from behind' if x has awareness
- [+] gate spell should always take you to a location wihtout water!!
- [+] enhance speak with dead spell (SPEAKDEAD)
- [+] may ask "how did you die" plus one of the below:
- [+] tell me about the area
- [+] mark stairs on the map
- [+] mark shops on the map
- [+] tell about very rare objects
- [+] tell me about nearby dangers
- [+] tell about odd monsters
- [+] tell about traps
- [+] test
- [+] let you ask peaceful lfs about the surroundings too
- [+] move code into io.c "askaboutarea(char *who)"
- [+] test
- [+] the first time you ask someone for info, randomly determine
whether they know about:
- [+] stairs (high chance)
- [+] shops (medium chance)
- [+] traps (low chance)
- [+] areacomms_danger should include out of depth monsters - need
isoutofdepth(lf)
- [+] room floors should take the entry type from the habitat, NOT just
use ct_room!!!!
- [+] sometimes generate fixed SEWER regionthings
- [+] done
- [+] BUG: canT enter goblin caves again!!!!
- [+] getting "ERROR - can't find opposite end of stairs/portal!"
- [+] FAILED to link stiars: 'tunnel leading up'
- [+] make maps direct you to regionthings.
- [+] region things need unique IDs !!!
- [+] change F_MAPTO
- [+] v0 = src region id
- [+] v1 = src depth
- [+] v2 = regionthing with whatkind = RT_REGIONLINK
- [+] when generating map objects, fill in a random branch entry
- [+] fix getobname code for unknown maps.
- [+] TEST
- [+] with "map to the goblin caves"
- [+] with "map"
- [+] with "map to"
- [+] use "the goblin caves are to the north", not "is to the north"
- [+] is
- [+] isn't
- [+] test reading a map when on the wrong branch
- [+] test reading a map when on the wrong level
- [+] test reading a map when on the right level
- [+] move staircase generation to END of map create
- [+] finalisemap()
- [+] countobswithflagval(obpile, flagid, val0...)
- [+] countmapobswithflagval(map, flagid, v0...)
- [+] jimbo's map should lead you to one of the major branches.
- [+] crit pos shouldn't be higher than you can reach!
- [+] same size or bigger = can reach anything
- [+] 1 size smaller = you can't reach the head
- [+] 2 sizes smaller = can't reach head or hands
- [+] 3 sizes smaller = can't reach head, hands or body
- [+] jimbo's room should contain all the staircases
- [+] make you have to pass a speech check before people will tell you
about the area
- [+] bug in recruitment skillchecks - using wrong attribute, and too
easy.
- [+] rename dwarf to delver
- [+] somtimes say "dons" instead of "puts on"
- [+] stop running for any non-cosmetic object.
- [ ] echoing?
- [+] OPTIONS
- [+] option_t
- [+] id
- [+] letter
- [+] text
- [+] int enabled
- [+] int default
- [+] next/prev
- [+] addoption()
- [+] getoption()
- [+] dooptions()
- [+] list them all (with 'more' for multipages)
- [+] pressing a letter toggles it.
- [+] "display trails"
- [+] make scents be "cosmetic"!
- [+] increaes skeleton's vulnerability to falling
- [+] missing announcement for bleed()
- [+] let rapid ivy cast entangle
- [+] caves
- [+] new regiontype
- [+] new link
- [+] new habitat
- [+] objectlass rarities
- [+] assign obs/mons to habitat
- [+] code to dig caves
- [+] stairs linking to cave region
- [+] when learning random skills:
- [+] prefer lower-level skills
- [+] onyl learn up to adept level
- [+] animate dead crashes if there is no space to place the lifeform!
- [+] increase range of charge ability
- [+] when you gain techusage, check held objects for conferred flags.
- [+] bug: motion scanner working even though i have no tech usage!
- [+] warn player before climbing without climb skill (if wisdom is >=
average)
- [+] regions should have depthmod.
- [+] regionthings should be based on DEPTH, not difficulty!
- [+] rename firstdungeon to maindungeon
- [+] announcearrival broken -always saying 'new area'
- [+] don't use ranged attacks when feigning death if target is adjacent
- [+] don't say 'argh' if you were beheaded.
- [+] The bear cub bites a wooden door with a teeth.--More--
- [+] random levelup skills - only select from skills which we have
used?
- [+] need to chance f_hasskill to use f->val[2] = used_this_level
- [+] when you gain a skill, set f>val[2] = b_false or NA
- [+] add setskillused for all skills!
- [+] make random levleup only pick from used skills.
- [+] TEST
- [+] knowledge skills - practice them when you see a new lf of this
type.
- [+] slithering shoudl hardly ever awaken you - make listen check
harder.
- [+] don't put fireplaces in corridors. F_ONLYINROOM ?
- [+] bug: acid trails from slug disappearing or never appearing?
- [+] snails/slugs
- [+] killed by salt
- [+] vslow
- [+] snails have vhigh armourrating
- [+] slugs have lots of hp and do more damage
- [+] brown/grey 'j' ?
- [+] leave slime/acid trails?
- [+] 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)
(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)
- [+] create 1 vault
- [+] must have:
- [+] ot_playerstart
- [+] ot_stomachexit
- [+] swallow ability moves to there
- [+] when the lf dies, destroy the map
- [+] TEST
- [+] mover object
- [+] moves you if you didn't move
- [+] f_pushdir, v0 = dir
- [+] invisible obejct
- [+] may flip them horizontally
- [+] chance to dodge the swallow
- [+] rename green ooze to "sizzling slime"
- [+] don't put traps on top of stairs!!
- [+] remove unneeded extra redraw when changing levels.
- [+] make ']' show object AR bonusss
- [+] don't even call precalclos during endgame.
- [+] don't say "you see footprints and footprints here"
- [+] break grabs when you fall unconscious
- [+] bug - ring of wounding not working.
- [+] crash in free(npcnames) !!!!! pointer being freed was not
allcoated
- [+] grave sprite
- [+] glutworm
- [+] swallows you
- [+] eats all objects
- [+] canines/felines should die from chocolate
- [+] weapons with multiple damtypes
- [+] at adept skilllevel, you can change type (but only with
weapons you're pr_skilled or higher in)
- [+] f_altdamtype xx. must have altdam for normal dam too.
- [+] fire primality
Hecta effect: - [+] necrotic beam
- [+] 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
some damtypes
- [+] BUT each weapon can only block certain damtypes (whereas
shields can block all melee damtypes)
- [+] add f_canblock to some weapons
- [+] add f_canblock to shields
- [+] check_for_block() should be a function
- [+] getallshields()
- [+] move othermod in SC_SHIELDBLOCK out of skillcheck().
calculate the bonus beforehand instead??
- [+] update descriptions for weapon skills
- [+] can only block if you have full attrib requirements for this
weapon
- [+] update io.c to show what weapons/shields can block. "it can
block xx, xx and xx damage"
- [+] weapons can't ever block projectiles
- [+] make pickup/drop actions heaps faster
- [+] better description of agi/str affecting weapon accuracy/dam
- [+] stinkbeetle should be hostile, and should have bite attack ,not
zapper
- [+] don't recover stamina while training
- [+] add seetext for "a blaring siren"
- [+] draw up a matrix for weapon types
- [+] draw it up for:
- [+] accuracy
- [+] damage
- [+] attack speed
- [+] crit chance
- [+] then adjust weapon stats
- [+] in shops, "?" now lets you examine an object
- [+] add canwill option for abilities: "stamcost:" (to override
stamina cost)
- [+] add it.
- [+] bug: pickaxe not working
- [+] "you start digging". but nothign more.
- [+] salt kills:
- [+] frog
- [+] impaler frog
- [+] canwill jump
- [+] ranged tongue attack
- [+] killed by salt
- [+] BUG; getting manuals with no contents
- [+] odd-sized armour should cost more.
- [+] need to set statdirty when we change armour.
- [+] when we say "you see x and y here", don't include obs we can't see
- [+] no evasion if grabbed/grabbing
- [+] polyrevert only usable if you cast the spell AND it's controlled
- [+] salt kills leeches, causes pain in lfs who are bleeding
- [+] raging ai will attack anything
- [+] rage gives big morale boost
- [+] potion of fury
- [+] don't run onto water if it will hurt you!
- [+] bad brands should be cursed more often. brands should have
"startcursedchance"
- [+] brand->blessstatus, br->blesschance
light level changes
- [+] try implementing "haslosdark"
- [+] TEST TEST TEST - at the moment this is causing massive
amounts of redraws!!!
- don't announce sounds when we can see the source (but monsters still hear them)
- [+] remove damage from jumping onto other lfs
- [+] when you jump in water or something lands in water: "you hear a
splash"
- [+] tweaks to how evasion works.
- [+] The book crumbles to dust. Your manual is no longer glowing.
FIXED.
- [+] fix msghistbuf for askchar - not showing your choice.
- [+] in shops, show prices in red if you can't afford them.
- [+] retaliate should only work if you're still adjecent
- [+] show Ravenous in RED
- [+] no xp for rapid ivy clones
- [+] make weapon of impact only knockback 33% of the time (instead of
always)
- [+] don't set F_NOSCORE when quitting.
- [+] some scrolls cost $1??
- [+] You see a masterwork shoddy club here.
- [+] shouhldn't be able to have both!!!
- [+] change bleeding code. lowhp doesn't mean bleeding.
- [+] also change flee on bleed etc
* [+] bug with adding obejcts to shops
- [+] issue with objects dying and killing their flagpiles
- [+] A medium fire dies down a little. A medium fire is no longer
glowing.
- [+] shouldn't say "is no longer glowing" when we're changing the
type... ?
- [+] put a breakpoint on "is no longer glowing"
* [+] let you bless objects using a holy circle somehow (but it might
make the circle disappear?).
- [+] darness bug - need to recalc light for anyone who sees a cell's
lightlevel change.
- [+] call more() after showing vaultentertext()
- [+] remove "inspected" when you ident or makeknown an object.
- [+] BUG - no objects in inventory!!!!
- [+] listobs failing? mylist[0] = null.
MEMLEAK
- [+] finish implementing CLEANUP()
- [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing
STACKABLE flag from cactus fruit???
- [+] better now?
- [+] now a crash freeing hiddennames!
- [+] forgot to free obmods
- [+] leaking approx. 1 meg per turn!
- [+] where am i leaking?! maybe try valgrind or findleak.c
- [+] findleak.c now finds nothing.
- [+] but i am sitll leaking?????
- [+] related to lifeform count. killing all but player dramatically
slows it.
- [+] check calclos()... looks okay.
- [+] setcellknown() ?no.
- [+] startlfturn?? no.
- [+] remove unused "lf->viscell"
- [+] when there are 2 things in a cell, say "you see x and x here."
- [+] restore original stast when polymorphing back to original form!!!
- [+] when making shops, pick new ones more often.
- [+] change to maps: don't let vaults overlap.
- [+] HARDCODE object values
- [+] potions
- [+] tech
- [+] tools
- [+] rings
- [+] increase evasion skill effects
- [+] changes to animradial... and animradialorth
- [+] combine into one function
- [+] move msg into here
- [+] refs to spellcloud()
- [+] refs to animradial()
- [+] fire should spread onto flammable lifeforms
- [+] bug: attack flurry doesn't work for monk
- [+] let monsters climb even when not facing a wall?
- [+] set their facing first.
- [+] CRASH when you die while climbing (or on a solid cell)
- [+] rings
- [+] stench
- [+] breath water
- [+] detect life
- [+] deceleration
- [+] meditation
- [+] reflection
- [+] boost magic power
- [+] education - gain xpskills more quickly
- [+] crit protection
- [+] greed - detect obs
- [+] ivy - grows!
- [+] ragefungus - bezerk spores
- [+] nutter - drops peanuts
- [+] dish which slightly increases maxhp (beginner level)
- [+] stuffed mushroom. shiitake mushroom + bread
- [+] 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.
- [+] bazaar
- [+] money vault hsould be vrare
- [+] so should traproom
- [+] rename giant rat to "dire rat"
- [+] don't show anything other than object description and throwing
for unknown tech
- [+] shouldn't be able to rest in a tent if it's not known!
- [+] eyebat corpse increase maxmp?
- [+] blessed missiles should nearly always hit undead
* [+] too easy to dodge thrown missiles?
- [+] spell and wand of culinary abundance
- [+] if a carnivorous animal kills you: "Eaten by a xxx"
* [+] bug: stairsperlev is only ever used in making DUNGEONS.
generecise this ??
- [+] safetorest - should ignore monsters feigning death
- [+] broken nose should reduce smell range
- [+] fresh and stale bread should be interchangable in cooking
- [+] make scroll of permenance act on you, not your objects
- [+] tweak object rarity yet agian...
- [+] bug: hole in roof above player start pos is immediately destroyed.
- [+] change pickaxe to be like resting
- [+] wait first, then if not interrupted, do the dig.
- [+] add cell->hp, celltype->hp. around 100.
- [+] f_digging, x, y, digperturn
- [+] interrupt() will stop this.
- [+] each turn, lower hp of cell by 1.
- [+] make wlaking bakwards take less time based on athletics skill!!!
- [+] at adept, takes no extra time?
- [+] better racial display
- [+] ? for extra info.
- [+] hitdice
- [+] general attribs (str etc)
- [+] don't show description until you press '?'
- [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid
index issues
- [+] remove VULNS from "effects" unless temporary
- [+] isresistantto() etc need to have "int onlytemp"
- [+] remove VULNS from manual BONTEXT flags
- [+] CRASH IN DTVULN CODE!!
- [+] limit '?r' display ??
- [+] what to show
- [+] show races you have encountered
- [+] show races you know about through Lore (adept level)
- [+] show playable races?????
- [+] structs
- [+] race->encountered
- [+] need to save this.
- [+] make EFFECTS only show TEMPORARY effects or ones which don't come
from race?
- [+] automate bondesc/pendesc based on flags!
- [+] vulnarabilities / resist / immun
- [+] vision range!! (visrangemod)
- [+] size? restricted armour.
- [+] stayinroom
- [+] f_humanoid (can use weapons)
- [+] tamable
- [+] seeindark
- [+] caneatraw
- [+] enhancesmell
- [+] caneatraw
- [+] vegeatrian
- [+] cernivore
- [+] fastmetab
- [+] startskill
- [+] tremorsense
- [+] silentmove
- [+] deaf
- [+] flying / levitating
- [+] awareness
- [+] nocturnal / diurnal
- [+] heavyblow
- [+] packattack
- [+] dodges
- [+] autocreateob
- [+] MPMOD
- [+] HPMOD
- [+] MEDITATES
- [+] PHOOTMEM
- [+] canwill "Spells: xx, x, x, x"
- [+] spells:
- [+] animate stone - "power" walls turn into stone golems
- [+] implement spell
- [+] golem
- [+] r_golemstone
- [+] knockback attack
- [+] high str
- [+] fists
- [+] corpsetype and iunsummonob = boulder
- [+] spell power modification - subtract spell level.
- [+] when i go down a drain, make sure the new map links to THE DRAIN
I WENT DOWN. not some otehr one.
- [+] some monsters shouldn't sleep! add new flag: f_nosleep
- [+] make spanner help disarm traps!
- [+] bug: knocking a sleeping lf unconscious fails, they kepe
sleeping. need to change the f_sleeping flag!
- [+] another secret door bug: can identify them in askcoords!! fixed.
- [+] wrong order for text:
- [+] You attack the helpless kobold! You kill the kobold!
The kobold shouts "This isn't over!".
- [+] SOLUTION: say "the dying kobold shouts ...."
- [+] only use death text somtimes. random chance.
- [+] force player sarting dir to be the one with the most LOS cells.
- [+] avian/ashkari monks
- [+] at both initial creation and levleup:
- [+] need to update hasattack claws, not hasattack fists.
- [+] genericise this to just use whatever f_hasattack flag you
have?
- [+] bug with flying creatures falling:
- [+] You miss the giant bat. The giant bat bites you.
The giant bat stops flying. The giant bat falls to the
ground.
The giant bat's ribs are cracked!
- [+] was causing ATTACKER to fall, not defender.
- [+] fix bug with objects falling through pits.
- [+] new sewer map type:
- [+] BUG: getting empty map!!!
- [+] roomon etc is good.
- [+] but map empty
- [+] probably an issue with corridor vs section size...
- [+] make drains be locked again
- [+] grating causes stench
- [+] monsters:
- [+] aquatic animals (piranha, merloch, etc)
- [+] slimes
- [+] troglodytes (and anything which causes stench)
- [+] rats
- [+] water snakes
- [+] drains should make sounds ("you hear a drip")
- [+] snakes shouldn't get nauseated.
- [+] F_NOSMELL.
- [+] feigh death shouldn't work on things which are attached to you
(leech/mosquitoid)
- [+] stores should never sell gold coins!!!
- [+] givestartobs() - give a potion of water instead if it's going
to a shop
- [+] no resting when raged
- [+] make MAXIMUM map height higher. bumped from 20 to 30.
- [+] grating cell/object?
- [+] liquids fall through it.
- [+] to unlock it:
- [+] loosen with spanner
- [+] knock spell
- [+] pick the lock
- [+] lock hacker
- [+] flying creatures shoudl fall to the ground when unconscious
- [+] (this might kill them)
- [+] animate statue - bring statue to life
- [+] excavate - radial, obliterate walls + obs, doesn't affect lfs
- [+] test unicode wall glyph! 0x2588
- [+] use unicode for gas
- [+] change f_glyph so that v1 = symbol, instead of text = symbol
- [+] change code
- [+] change definitions (macro)
- [+] test
- [+] implement puff = UNI_SHADELIGHT
- [+] implement cloud = bolded
- [+] if good, extend to staem etc
- [+] blue background for lfs in the water
- [+] prone in water means effective lower height
- [+] glass/ice cells not shattering properly
- [+] make magic barriers be solid too
- [+] combine lockpick code in io.c and objects.c into the lockpick()
function.
- [+] first ask what to use (if required)
- [+] then ask what dir (if required)
- [+] then ask what to unlock (if reuiqred)
- [+] then do it
- [+] locked containers
- [+] picklocks prompts to try them.
- [+] in addob, use non-inheritable f_lockedchance for both doors
and chests?
- [+] v0 = chance v1 = mod per depth
- [+] doors:
- [+] base 20% chance locked
- [+] every 5 levels, add 10% chance
- [+] add this to chests / safeboxes
- [+] operate doesn't let you open them
- [+] bugs in linkexits and linkexit
- [+] linkexits: wasn't checking the correct exit cell!!!
- [+] lnkexit: wasn't blanking the startcell
GRATINGS:
- [+] flags:
- [+] addflag(lastot->flags, F_OPPOSITESTAIRS,
OT_HOLEINROOF, NA, NA, NULL);
- [+] climbable d_down NA
- [+] BUT you can't climb it if it's locked.
- [+] usestairs() - if you climb a grating and it has no maplink:
- [+] use createregionlink(map, cell, grating_object, NULL,
RG_SEWER, map->region)
- [+] make stench affect enhancedsmell creatures more.
- [+] excavate should only affect SOLID matter.
- [+] going down a drain:
- [+] "You walk down a staircase" should be "climb down a drain"
- [+] deep slime in sewers sohuldn't spread
- [+] deep slime should spread to a slime puddle if it does....
- [+] fix background glyph colour for slime
- [+] killed by drowning should really be "drowned in %s"
SEWER HABITAT
- [+] permenant stench
- [+] if you're in a sewer cell and are not nauseated, add it.
- [+] nauseated doesn't expire in sewers.
- [+] add RG_SEWER
- [+] new regiontype - RG_SEWER
- [+] map:
- [+] pick size 2 - 5
- [+] start at x=2,y=2
- [+] add square 3x3 rooms in gridlike layout (but need space for 5)
- [+] connect rooms to orthogonally adjacent ones with passages
- [+] use addexits(). no exits on outer walls.
- [+] fill all empty cells with low floor and water (but NOt the
one with the exit!)
- [+] any solid with orthogonally adjacent water changes to a
walkway
- [+] cope with different x/y room counts
- [+] cope with differnet vert/horz corridor sizes.
- [+] horz = 2
- [+] vert = 1
- [+] random room size
- [+] allow objectclasses to have f_rarity
- [+] modify getrandomobcalss
- [+] but DONT make objects inherit it!!!
- [+] this is used to override selection hased on habitat - modify
getrandomobcalss appropriately
- [+] random objects/treasure:
- [+] add these only in non-water cells??
- [+] move all obs from water clls to random land cells
- [+] frequent
- [+] vomit
- [+] soggy paper
- [+] rotted food (add f_tainted to it)
- [+] common
- [+] wep/arm
- [+] all wep/arm are shoddy in sewers
- [+] uncommon
- [+] rings (higher than normal chance - they were lost down
sinks)
- [+] occasional tech
- [+] bug: playerstart3 vault filled with walls when made randomly!
- [+] death speech text for intelligent monsters
- [+] 'aaargh!'
- [+] 'this isn't over!'
- [+] BUG: linkexits() - gettings exits in the wrong place. maybe not
taking rotation into account???
- [+] for example in playerstart_5 vault, found an 'exit' at the x:
- [+] this comes from the map flag f_roomexit, x, y
- [+] the flag may have bene added from autodoors()
- [+] have changed code so that f_roomexti uses text field to say
who added it
- [+] why don't i see "%s dies" when my ally dies?
- [+] cause it was behind me. added sound to tell us about this.
- [+] bug: s - 2 four leavesed clover
- [+] random portals
- [+] genericise code for making destination
- [+] check gate spell
- [+] enter a portal which doesn't go anywhere = generate a
destination.
- [+] increase range of all light sources
- [+] ring of hunger should override vege/carni
SOMETHING is there.
- [+] do this in getscannedthing . glyph = 'X'
- [+] make grabbing force a redraw if the target is the player!!
- [+] fix crash for fountain of ambrosia (because potion name starts
with 'vial' not 'potion')
- [+] show X for latched on monsters too
- [+] and make latching onto the player force a redraw too
- [+] chnage f_rage flag redraw to be done in flagcausesredraw()
- [+] shop bugs
- [+] bug: food vendor only had 3 pieces of food
- [+] bg: jewellery store had no items!!
- [+] getrandomobject bug
- [+] bug - wantrr too low!!!
- [+] if wantrr gets to 0 and still nothing, start ticking up from
original value.
- [+] bug: rings cost $0
- [+] need a warning before invisibility runs out
- [+] make most recipe food heal you a bit
- [+] if interrupted halfway through training, remember where we were
up to
- [+] instead of using F_TRAINING->val[2], use F_TRAINING->val[0]
(v1 is the goal)
- [+] when you start resting, if you don't already have it, add it:
- [+] v1 = 50;
v1 = modifybystat(traincounter, player,
A_IQ);
- [+] v0 = 0
- [+] if you DO have it, drop v0 by 25 modified by IQ. minimum
of 0.
- [+] when you train, INC the counter, don't dec it.
- [+] when v0 = v1, your'e done.
- [+] when you finish training, kill the flag.
- [+] shadowcat meat - produce and see through smoke
- [+] split aimove up into sections
- [+] emergencies
- [+] healing
- [+] housekeeping
- [+] inventory mgt urgent
- [+] attacks
- [+] pre-movement
- [+] movement along existing paths
- [+] boredom
- [+] go back to my shop
- [+] look for something to attack
- [+] gods go home
- [+] training
- [+] inventory_mgt_nonurgent
- [+] repairing armour - move this to inventory mgt??
- [+] snakes "slither into a wall", not walk. use F_WALKVERB
- [+] animate stone spell - turn statues to pets.
- [+] can't be both a vegetarian and carnivore! race overrides job.
- [+] "your tail brushes up against xxx"
- [+] cats should be able to eat raw meat.
- [+] don't include f_nopickup objects when you use ','
- [+] bed - can use this as restob, equivilant of tent
- [+] "a goblin corpse stands up" - this shoudl trigger a redraw.
- [+] warn when attacking with LevUp that you won't get any xp.
- [+] whenever you train, remove knowledge of the "really atatck and
get no xp" warning.
- [+] bodypart_t[MAXBODYPARTS]
- [+] enum BODYPART id
- [+] char *name
- [+] add defs to all races
- [+] fix quadrapeds - not all have tails!
- [+] remove f_bodypartname - use addbodypart instead
- [+] update hasbp
- [+] remove occurences of F_NOBODYPART in races
- [+] fix up getrandombodypart functions
- [+] getrandomonbodypart
- [+] getcrithitpos
- [+] copy with null returns
- [+] check all occurences of MAXBODYPARTS, change to "for each
bodypart of this lf/race"
- [+] show nobodypart differently in io.c
- [+] criticals: hindlegs / frontlegs -> legs
- [+] makeunusual shaped be part of the body part. then remove
F_NOARMOURON
- [+] critical hits on new body parts
- [+] wing crits
- [+] bash - wings are bruised - reduced flight speed
- [+] slash
- [+] - wings are torn - can't fly. implement in cancast.
- [+] bleeding - flying hurts
- [+] explosive
- [+] destroyed - can't fly!
- [+] tail crits
- [+] slash
- [+] bleeding
- [+] bash
- [+] bruised - accuracy lowered
- [+] fractured - randomly move the wrong way like
drunkenness
- [+] explosive
- [+] lacerated - randomly fall like hamstrung
- [+] don't prompt for moving into dangerous cells f moving randomly
due to drunkenness etc
- [+] bug: double criticals?
- [+] You flatten the kobold! The kobold loses consciousness.
The kobold's hand is swollen! The kobold's leg is broken!
- [+] all f_flying races should have f_canwill ot_s_fly with no
spellcasttext
- [+] RANDOM MONSTER BUGS
- [+] levle 1: always getting goblins/kobolds
- [+] levle 2: always getting poltergeists
- [+] debug getrandomrace()....
- [+] enforce f_rarity val[2] != NA!!
- [+] empty levels
- [+] whenever we pick rr=frquent, we're getting no monsters
- [+] start MONSTER randomness at COMMON
- [+] bug: i lost f_size when i died when polymorphed!
- [+] yumi should only hate killing helpless things, not ANYTHNIG!
- [+] make armour more common than weapons, since this tends to get
damaged
- [+] bookshelf (contains scrolls/books)
- [+] wardrobe (contains armour)
- [+] coffin sometimes contains corpses
- [+] not getting enough objects now ??
- [+] must score a hit first THEN pass a critical hit % check.
- [+] when asking for an object form the player's pack, default to NOT
showing long format
- [+] in askobject, pass in actionchar. remember choice for each
actionchar. and use it as a default.
- [+] warning system
- [+] warnabout(char *warntext)
- [+] if already confirmed it, keep going
- [+] otherwise ask to confirm
- [+] confirmations time out after some time...
- [+] replace injury warnings
- [+] reduce spell range
- [+] big bug - way too many critical hits!
- [+] askcoods: accept 'enter' to select a cell
- [+] armour should never reduce damage under 1
- [+] for playable races, show bonus/penalties when selecting them.
- [+] add f_hatesracewithflag with ashkari
- [+] mammoan - no athletics!
- [+] bug writing hiscores - need to escape 's.
- [+] add v2 to F_ATTREQ - scaling.
- [+] will scale up to 3 above/below
- [+] v2 = 1 means "+/- v2 per point above/below"
- [+] more than 3 below means you can't use it. modify "meetsattreq"
- [+] more than 3 above gives no extra bonus.
- [+] this is MANDATORY. add to checks.
- [+] add messages if your skill it slightly too low
- [+] STR scales damage, AGI scales tohit and crit chance
- [+] make sure showlfstats takes this into account
- [+] make sure rolltohit / getdamrange takes this into account
- [+] what do I do with attreq IQ??? mus tmeet it.
- [+] missile weapons: no scaling, must meet reqs
- [+] reduce regular strength dam mod
- [+] you only get attr bonuses if you are skilled with the weapon.
- [+] crash: getrandomrace(NULL, NA) returning null!
- [+] don't give away invisible creature locations in askcoords
- [+] does fireat automatically re-calc lof based on obstacles?
- [+] if so then change haslof in askcoords to be hasKNOWNlof!
- [+] catlike race - ashkari
- [+] bonus
- [+] has climbing, listen
- [+] jump ability
- [+] agi+
- [+] unarmed attack is claws
- [+] balance (stability?)
- [+] eyesight, darkvision
- [+] enhancesmell (only low)
- [+] pens:
- [+] hunger faster
- [+] carnivore
- [+] low-- wis (ie vuln to magic)
- [+] vuln to magic
- [+] vuln to water
- [+] vuln to sound
- [+] low str
- [+] auto rage on dog/wolf/mouse/bird/chicken
- [+] races CANT ahve certain flags
- [+] apply this during giveskill()
- [+] fix bug with beggars
- [+] prompt before giving money in C-d
- [+] bug: allies walking into walls
- [+] make your own race / job more likely to kjoin for less gold
- [+] new rarity level: rr_frequent ?
- [+] add it
- [+] in swamp, aquatic things are freqentut
- [+] swamp level:
- [+] createdungeon (but use different h_habitat. how do i do this?)
- [+] then remove all doors
- [+] then change all walls into deep water
- [+] add rarity for monsterss
- [+] add rarity for objects
- [+] add f_nolink for vaults which aren't linked to rest of map
- [+] fishbowl vault
- [+] change misisle dam calculation - add firespeed rather than
multiply.
- [+] forced shops at certain level intervals
- [+] implmement RT_OBJECT text=objectname
- [+] add buildings at levles 2-4 5- 7 8 - 10 11-13 14-16 17-19
20-22 23 -25
- [+] split sp_ally_attack into attack and attack_unseen
- [+] base throwspeed on throwin gskill, not strength
- [+] make it much harder to catch thrown missiles
- [+] try to place RT_OBJECTs in rooms
- [+] maybe get rid of sound lowering for 's'lowwalk. this should be
based on stealth!
- [+] don't let you walk down stairs if there's an impassable object in
the way.
- [+] 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.
- [+] replace:
- [+] Something critically savages your body.
Your uncursed suit of ring mail protects you.
Your suit of ring mail is damaged!
- [+] with:
- [+] Something critically savages your suit of ring mail.
- [+] Your suit of ring mail is damaged!
- [+] tremorsense shouldn't see flying creatures
- [+] rename blink to "bamf"
- [+] add F_containsmeat for non-vegetarian foods
- [+] use this in vegetarian checks instead of mt_Flesh
- [+] "what goes up" spell
- [+] "equal and opposite" spell
- [+] why didn't cyborg ninja start with weapon weilded?
- [+] getbestwepon - accuracy was counting for too much. have
changed calculation.
- [+] why is wizard's staff not enchanted???
- [+] elephant race - Pachyon or Mammoan
- [+] bonus
- [+] Leather skin
- [+] str++
- [+] photo mem
- [+] high listen skill
- [+] good smell
- [+] penalty
- [+] slow movement
- [+] no armour on ears
- [+] agi-
- [+] low eyesight
- [+] vuln to sonic
- [+] vegetarian
- [+] other
- [+] large
- [+] throw salt to blind targets
- [+] if you learn a new spell school skill while game is in progress,
gain a 1st level spell too.
- [+] for random roast meat, always use base race
- [+] ie. orc, not "elite orc"
- [+] (ie. human, not 'town guard')
- [+] remove "prepare food" skill.
- [+] use "cook" instead
- [+] startskill should be a modifier, not absolute.
- [+] ie. elf can have sk_ranged, so can hunter. these will now
stack.
- [+] chance for ai to use a firearm is lowered based on firearm
accuracy
- [+] bug: massively high amount of skillxp needed for a point
- [+] firearms should do more damage at pointblank range.
- [+] icicle bugs - getrandomadjcell for knockback failing
- [+] still a bug with firearm accuracy updating
- [+] 2 squares away, move towards enemy - it doesn't update!
- [+] display all valid hits in brown
- [+] wear melted wax in ears to reduce sonic damage
- [+] ranged skillls
- [+] adp
- [+] fast reloading
- [+] exp
- [+] fire through lifeforms! lof_wallstop instead of lof_need
- [+] mas
- [+] extra dam.
- [+] object HP issue:
- [+] head: b - an uncursed helmet [AR:3] [110%]
- [+] body: c - an uncursed suit of ring mail [AR:6] [173%]
- [+] hands: d - an uncursed battered pair of gauntlets
[AR:2] [86%]
- [+] are objects taking negative damage??
- [+] have put an assertion in to check
- [+] wait for it to happen again...
- [+] add hitchance to askcoords when throwing/shooting
- [+] code it
- [+] test for throw
- [+] add for telekeniis too
- [+] add for guns:
- [+] "targetted: something [x%]"
- [+] "bow->Target->xxx [x%]"
- [+] show gun target on botl
- [+] redo throw accuracy:
- [+] 100 to hit yourself
- [+] apply per-cell penalty based on:
- [+] throwing / ranged skill (more)
- [+] AGI (lesser)
- [+] wetsuit description not showing dtresist cold!!
- [+] hunter job
- [+] wetsuit (covers multiple body parts), prot from cold
- [+] announce bleeding damage from injuries
- [+] only mark _weapons_ as 'tried' when weilding them
- [+] change random items:
- [+] fix wantrr bug
- [+] test...
- [+] new function: enum RARITY pickrarity()
- [+] check for all wantrr = xxx and use pickrarity instead.
- [+] give classes a RR_RARITY
- [+] common
- [+] weapon / armour / money / missile
- [+] furniture
- [+] misc
- [+] rock
- [+] uncommon
- [+] potion / scroll / food
- [+] rare
- [+] trap
- [+] tech/tool
- [+] dfeature (pentagram, vending machine, etc)
- [+] vrare
- [+] wand
- [+] ring
- [+] book
* [+] rewrite wrappers
* [+] marge getrandomobofclass and getrandomob
- [+] bug: telling allies to attack something they can't see. need a
msg for this.
- [+] Norman->Attack->A young hawk [flying, facing NE]
- [+] Cancelled.
- [+] bug: allies not regaining hp when asleep! fixed.
- [+] you can now always 'see' your allies if you have LOH
- [+] ie. scannedcell
- [+] ie. cansee
- [+] player luck should cause better random item creation, and easier
monsters
- [+] pickrr() needs arg to say what it is for (vault , ob, lf)
- [+] meals have special effects. eg:
- [+] easy:
- [+] mushroom + water = mushroom soup = restore a little
stamina
- [+] tomato + water = tomato soup = restore a little stamina
- [+] apple + stone = fruit juice (don't kill the stone)
- [+] cheese + bread = cheese sandwich = restore all food and
stamina
- [+] rum + chocolate = rum ball = cure pain, restore some hp
- [+] med:
- [+] corpse + water + salt = jerky
- [+] mushroom + water + beef = beef strogonoff = filling,
temporary Fitness boost
- [+] garlic + bread + clover = garlic bread = produce stench
like a trogolodyte
- [+] bread + meat + tomato = hot dog = temporary strength
- [+] water + sugar + 2 berries = potion of red cordial = speed
boost
- [+] hard
- [+] peanut + stone + salt + bread = peanut butter sandwich =
super filling, restore all stamina, temp fitness boost
- [+] rum + chocolate + sugar + berry = fruit cake = restores
all stamina and hp and mp
- [+] implement recipe_t
- [+] int ningerdients
- [+] enum OBTYPE ingredient[MAXINGREDS]
- [+] int count[MAXINGREDS]
- [+] int cosumeingredient[MAXINGREDS] (boolean)
- [+] makedesc_ob should show the recipe for it, if cooking skill is
high enough
- [+] cooking skill determines how many ingredients you can use
- [+] ie. beginner = you can make recipes which need 2 ingredients
- [+] redo "cook" ability.
- [+] can combine ingredients using recipes to make meals
- [+] ingredients must be known!
- [+] chef job
- [+] attr
- [+] gtaverage agility
- [+] low fitnesss
- [+] objects:
- [+] meat cleaver (slashing, low acc, high crit)
- [+] apron (rubber, low protection)
- [+] chef hat (cloth, low protection)
- [+] butane torch (flambe on adjacent lifeform)
- [+] abilities
- [+] rage at lv3
* [+] skills
- [+] chef job
- [+] attr
- [+] gtaverage agility
- [+] low fitnesss
- [+] objects:
- [+] meat cleaver (slashing, low acc, high crit)
- [+] apron (rubber, low protection)
- [+] chef hat (cloth, low protection)
- [+] butane torch (flambe on adjacent lifeform)
- [+] abilities
- [+] rage at lv3
* [+] skills
- [+] chef steak knives aren't stacking. - because they weren't
f_stackable!
- [+] chicken soup - cures poison
- [+] finish ob donate code
- [+] chance of becoming pet
- [+] only certain races
- [+] only f_tamable (but harder than pets)
- [+] implement lfflammable
- [+] io.c announcements ( move from shatter())
- [+] fire effect
- [+] sugar water
- [+] gaining skills too quickly at higher levles
- [+] maybe make it get slightly harder each time.
- [+] keep a count of total skillpoints ever gained
- [+] fixes to rollhitdice
- [+] missile weapons doing no damage!!
- [+] no sprinting while levitating / flyign
- [+] icicle spell should deal piercing damage if lf can't be pushed
out of the way
- [+] 'thrust' ability isn't showing up in ABILS
- [+] give slight accuracy penalty when thrusting
- [+] fixed shieldblock difficulty in melee combat
- [+] increased maxstamina
- [+] don't require stamina to move!
- [+] "You hear a roars."
- [+] remove duplicate corpse rot code
- [+] CRASH
- [+] malloc: *** error for object 0x1349d94f8: incorrect checksum
for freed object - object was probably modified after being
freed.
- [+] #7 0x00000001000f438a in addobject (where=0x134edc060,
name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at
objects.c:983
#8 0x00000001000f298d in addobfast (where=0x134edc060,
oid=OT_CLAWS) at objects.c:409
#9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at
lf.c:5194
#10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236
- [+] fixed ?
- [+] instead of everything >=6 being dark, make a CHANCE to be dark
starting at l6.
- [+] why do i ese gem of seeing so often
- [+] because i need more types or 'rock'
- [+] have to cook food before eating it?
- [+] need novice cooking skill for preparecorpse ability
- [+] otherwise you only get a very small amount of nutrition (10%)
- [+] split ob piles before eating them
- [+] detect poison should detect poison traps
- [+] telling your ally to rest until healed isn't working...
- [+] wasn't taking injuries or stamina into account.
- [+] change druid spells
- [+] start with 3 random spells
- [+] on levelup, select a random nature spell (up to your highest
level)
- [+] crash when generating monster warriors
- [+] bug: calling taketime twice when attacks fail?
- [+] (once in attackcell(), then again in attacklf() or
attackob())
- [+] weapon changes:
- [+] in general, lower accuracy for piercing weapons
- [+] in general, raise accuracy for slashing / bashing weapons
- [+] long piercing weapons (ie. spear) give you a 'thrust' ability
(attack 2 cells away)
- [+] long slashing weapons cannot be used if < 3 open cells around
you (f_needspace)
- [+] maybe: you can't "hear" your unseen ally if they are asleep
- [+] need to draw after flying things swoop away, in case they block
your view.
- [+] raceslaying weapons
- [+] dragon - dragonslaying
- [+] animal - butchering
- [+] plant - of blight
- [+] undead - of divine power
- [+] magic - of antimagic
- [+] brand restriction
- [+] brands: f_onlygoeson ot_xxx
- [+] brands: f_onlygoesondt dt_xxx
- [+] check this in brandappliesto
- [+] "pyromania" spell
- [+] for all fires or burning objects in sight: (implement
getflamingobs() )
- [+] "the fire flares!" (fire objects regain full hp, burning
flags gain lifetime)
- [+] large fire obs:surround it with smaller ones.
- [+] small fire obs: make bigger
- [+] burning obs: make a small fire
- [+] give it to red dragons
- [+] ai casting... (if fire in sight)
- [+] blue dragon - lightning
- [+] ancient has chain lightning
- [+] flood ? lowlevel
- [+] gust of wind
- [+] white dragon - cold
- [+] pea soup
- [+] hailstorm
- [+] ancient: absolute zero ?
- [+] after waking it just goes to sleep again!!!
- [+] bug:npc warriors aren't starting with a weapon
- [+] shouldn't be able to shieldblock if youre asleep!!!
- [+] allies sohuld announce what they are doing
- [+] "I'm attacking a goblin"
- [+] I just killed a goblin
- [+] I need some rest soon...
- [+] make sure only HUMANS do this...hu
- [+] F_EXTRADESC v0 should be 'order'.
- [+] makedesc_skill should honour this
- [+] makedesc_spell
- [+] same with other makedesc() functions
- [+] auto-inc this when adding them.
- [+] allies not properly following me downthe stairs
- [+] armour that can cover multiple body parts
- [+] f_goesonmulti
- [+] multiple f_equipped flags.
- [+] handle multiple f_equipped in takeoff()
- [+] all required bodyparts must both be clear
- [+] if not, prompt to remove both things.
- [+] check all code for f_equipped copes with multiple
occurences...
- [+] display as: f - a wetsuit (worn over body and on legs)
- [+] update io.c. "it is worn over xxx and yyy)"
- [+] heat metal spell
- [+] weilded metal burns hands and you drop it (unless immunte to
fire/burn)
- [+] metal armour damages you (1-4 each)
- [+] metal lifeforms take huge damage
- [+] all lifeforms should have at least novice level knowledge of
their own raceclass
- [+] new raceclass - dragons
- [+] define it
- [+] define skill for it
- [+] make jobs know the skill
- [+] red dragon
- [+] high armourrating
- [+] swoop
- [+] fly
- [+] breath weapon
- [+] spells
- [+] heat metal
- [+] fireball
- [+] burning wave
- [+] want gold
- [+] immune to fire
- [+] red dragon hatchling
- [+] generally lwoer power, only has heat metal and spark ?
- [+] spellcasttext for individual spells
- [+] ancient red dragon
- [+] higher hp and armourrating
- [+] more damage
- [+] more spells
- [+] climb "into"walls
- [+] stopclimbing(int onpurpose)
- [+] can we move forwards?
- [+] if not:
- [+] if onpurpose, fail
- [+] otherwise fall onto whoever is there??? or
they block you from falling??
- [+] move forwards
- [+] kill f_climbing flag
- [+] startclimbing()
- [+] move onto the wall
- [+] set your facing to face away from the wall.
- [+] add F_CLIMBING
- [+] must pass a CLIMB check first or you fail to climb!
- [+] can't climb if burdened
- [+] once climbing:
- [+] can't cast spells
- [+] cannot change facing
- [+] always strafe if you go sideways
- [+] change los functions to let you see out!
- [+] different move verb ("climb" instead of move/fly)
- [+] different canmove() code
- [+] you can only move sideways (along the wall) or
forwards (off the wall)
- [+] ie. cellindir(lf, lf->facing) == newcell
(forwards)
- [+] OR
- [+] ie. cellindir(lf, lf->facing + 2 (wrapped))
== newcell (right)
- [+] OR
- [+] ie. cellindir(lf, lf->facing - 2 (wrapped))
== newcell (left)
- [+] AND you can only move sidways if:
- [+] the new cell is a wall
- [+] the cell in (lf->facing) of the new cell is
NOT a wall
- [+] if you climb off a wall, tell the player that they
stopped climbing
- [+] moving while climbing:
- [+] must pass a sc_climb skill check to move
- [+] costs 1 stamina to move
- [+] warn before climbing if your stam == 1
- [+] attacking
- [+] large penalty to hit the climber (higher for
smaller monstesr)
- [+] if monsters miss you and you are climbing, chance
they'll give up.
- [+] attacking FROM a wall gets a big penalty unless
you are very skilled at climbing
- [+] startlfturn
- [+] lose stam each turn.
- [+] if stam drops to 0, you fall off or stop climbing
- [+] you fall if burdened
- [+] don't regen stam while climing
- [+] ai:
- [+] monsters won't start targeting lfs who are climbing
- [+] monsters don't pay stamina to move while climb
- [+] make monsters be able to climb when fleeing
- [+] let you climb down holes instead of falling
maxmp in the prompt?
- [+] manriki - throw it, tripand take time if you hit (and they fail a
trip check withbig penalties, or if they're flying)
- [+] f_tanglemissile
- [+] throwing net (add f_sticky on hit)
- [+] tweak throing accuracy
- [+] shadowcats now only produce smoke puffs, not clouds
- [+] giant fly corpse should be poisonous
- initial work on climbing ability....
chasing the plaeyr
- [+] if a monster tries to open a jammed door, make a noise
* [+] glyph of warding spell - monsters won't walk on it
- [+] ice crust not working? fixed.
- [+] seal entrance should close doors too
- [+] more kinds of wizard staff
* [+] replace 'freezing touch' with something more useful.
- [+] in askcoords, writing:xxx, use colours
- [+] replace poisongas damtype name with 'gas'
* [+] redo skill screen
- [+] make ash clouds (sleeping etc) not affect thrower's square?
- [+] There is a magical inscription here: ""
* [+] rename some spells
* [+] poltergeist spell keeps missing.
- [+] reduce fire damage from burning objects in pack, or equipped
- [+] first spell in beginner spellbook should be the one we know.
- [+] fix bug with item inspect ability
* [+] stamina food
* [+] locate object issues
- [+] still got a wrapprint bug when showing spell descriptions.
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()
- [+] 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 .
- [+] The giant blowfly (null).
- [+] instant disrobe spell - tleports armour to the side
- [+] why did a monk recognise a grenade? bug in conferobjectflags.
- [+] adept nature lore should identify bad mushrooms too
- [+] draining/vampiric brand - gives hp to user.
- [+] ways to check stairs before travelling
- [+] make getstairdestination() be the place where new maps are
generated
- [+] move getnoisedetails into new function
- [+] ability to listen down stairs with adept listen skill
- [+] atomatically trigger walknoise for all lfs within los of
stairs, and you always pass the check.
- [+] at expert listn you get names
- [+] otherwise just get 'slithering' etc
- [+] test......
- [+] "check stairs" ability ???
- [+] this then prompts for various methods
- [+] smell down stairs with enhancesmell
- [+] say "you see xxx scent" for all lfs within los of other
end
- [+] use perception to check stairs
- [+] say "you see xxx footprints" for all lfs within los of
other end
- [+] ability to peek down stairs with adept stealth skill?
- [+] temporarily put you there
- [+] precaclc los with awareness in all directions from there
- [+] show view
- [+] wait for key
- [+] move you back, remove temporary awareness
- [+] add help for these skills
- [+] eyes shouldn't adjust if you can seein the dark
- [+] make fire spread to nearby flammable objects.
- [+] issue with soldering iron
- [+] shouldn't be able to weild it if we don't know what it is
- [+] shouldn't be able to get stats like damage dealt ect if we
dno't know what it is
- [+] need technology skill to weild tech weapons??
- [+] misile damage problem - Killed by a spear (thrown by an orc
warrior).(33 damage)
- [+] ring of endurance
- [+] make evasion checks modified by speed.
- [+] bone items have higehr chance to be cursed
- [+] tweak feign death check now - int check (attacker) vs wisdom (one
feigning death)
- [+] cursed teleportation should take you next to a monster
- [+] bug: infinite loop during getrandomroomcell(map,ANYROOM)
- [+] make dumprooms able to show room ids
- [+] bug: i'm able to cast varpower spells which cost more mp than i
have!
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)
- [+] if LFINWAY and not "infront", "you run into somehting"
- [+] change tumle to just take a direction
- [+] change to take a dir
- [+] different dirs should give different messages
- [+] abilities should only charge STAMINA if they were successful!
- [+] at end of useability()
- [+] abilityeffects miust only retur TRUE on cancellation
- [+] scroll of awareness not being used up!
- [+] lore: at adept level, add "it could potentially kill you in xx
hits"
- [+] (assume no armour)
- [+] need getweapons()
- [+] implment 'canuseweapons(lf)'
- [-] spells should only charge mp if they were successful???
- [+] move the validatespellcell() call into castspell.
- [+] add f_targettedspell, tt_xx to all spell defs
- [+] remove validatespellcall() call from dospelleffects
- [+] test with player
- [+] test with monsters
- [ ] special cases:
- [ ] blink
- [ ] test digging...
- [ ] invisibillity?
- [ ] light
- [ ] darkness
- [ ] do i still need "frompot" in spelleffects???
- [+] new ability: flipthrow
- [+] monk was starting with agility too high.
- [+] crash: missing room ids. hopefully fixed.
- [+] notify player when stamina rises from 0
- [+] resting - get rid of seperate "rest until xxx", just rest until
EVERYTHINg is good.
- [+] steam should deal heat damage, not fire (ie. don't set things
alight)
- [+] river going through a level. how do i do this?
- [+] outline???: "hasriver"
- [+] river code:
- [+] pick random radius (0-3)
- [+] pick random spot along top ( x >= radius and x <=
w-radius-1)
- [+] pick random spot along bottom
- [+] bresnham between spots to make centrelist
- [+] for each centrelist
- [+] make a second list of rivercells (rivercell->x -
wid/2) - (rivercell->x + wid/2)
- [+] foreach riverercell
- [+] move any staircases here to somewhere else
- [+] clearcell
- [+] convert to low rock floor
- [+] convert to deep water
- [+] make ctrl-y work, as well as ctrl-c
- [+] i'm noticing tripwires too often (adventurer with 0 perception
skill)
- [+] make the check harder!
- [+] tweak safetorest() so that monsters don't just look away form the
plaeyr then go to sleep!
object instead.
- [+] dynamic morale
- [+] whenever you fail a moral check, your moral gets a bit lower
- [+] opposite if you pass it.
- [+] make morale checks depend more on morale
- [+] after you flee, become timid
- [+] in io.c, show current morale if lorelev is high enough.
"looks scared/timid/confident"
- [+] implement f_timid:
- [+] (will only move into melee range if it is behind you)
* [+] checks:
- [+] monsters can't attack while prone. always jsut stand up.
- [+] call initiatemove even when atatcking
- [+] bug: monsters not gaining abilities frmo skills
- [+] bug when creating monsters with jobs: "xx looks foolish" etc
- [+] tohit penalty for small monster hitting flying or levitating
things (lower penalty for levitating)
* [+] if you are flying and get hit, you drop to the ground?
- [+] make feign death code better for mosnters
- [+] moving should cose STAMREGEN points (ie don't regenerate stamina
if you move)
- [+] maybe: when you finish sprinting, drop stamina to -2
- [+] until it gets back, you can't move at all
- [+] bug: stuck in moveto(), after walking up stairs to a new levle
- [+] happened again right after "The young wolf starts sprinting!
The young wolf flees down the staircase."
- [+] was getting stuck in donextturn because we weren't on the
plaeyr's map - taketime was returning.
- [+] shield bash skill
- [+] gain it at shieldlev beginner
- [+] costs stamina
- [+] pass a skill check based on shield skill and shield value to
stun enemy
- [+] only works if shield has hardness
- [+] only works if you're the same size or larger than the opponent
- [+] damages your shield (1d3 hp ?)
since they're ilmited by stamina.
- [+] rename dexterity to agility
- [+] The leprechaun steals an uncursed ring of miracles from you!
The leprechaun cowers away from you!
- [+] should FLEE , not cower!
- [+] should set blessknown after reading a scroll
- [+] cursed mending scroll not working on non-damaged objects
- [+] spanner helps metal repair
- [+] needle boosts sewing ability
- [+] when resting in a tent, monstesr have very low chance of noticing
you (5%)
- [+] move display of resistances to 'effects' section.
- [+] show what a mosnter wants in effects (if you have >= beginner
knowledge)
- [+] prevent running into monsters with shift+dir
- [+] infinite loop when creating a map, constant getrandomroomcell()
calls failing
- [+] monstesr will steal objects they WANT rather than always random
- [+] monster:
- [+] leprechaun
- [+] lucky
- [+] covets gold
- [+] shillelagh ? or just a club?
- [+] blink
- [+] steal
- [+] dodge
- [+] at the moment attack doesn't seem to be draining stamina...
- [+] it is, but i'm getting it right back due to attack speed.
- [+] make stamina take longer to regen. - 1 per 3 turns rather
than 1 per 2.
- [+] stamina loss must be MORE than basic regen rate (0.3)
- [+] make stamina loss for attack depend on atatck speed!
- [+] instead of "you feel sick", say "you have contracted
weakening poison" or "you have been infected with xxx"
- [+] store stamina as a float, but getstamina() should return an
int.
- [+] sprinting - use 1.5 stamina per cell instead of 1?
- [+] modify accuracy text
- [+] fork
- [+] showing f_entertext should set didmsg
- [+] instead of printing 100% accuracy, show "Acc:0" (ie 100),
"Acc:-1" (ie -10) etc
- [+] do this in @@
- [+] do this in describeob
- [+] nocturnal monsters
- [+] base monsters initially being asleep on time and whether
mosnter is nocturnal
- [+] also during aiturn(), if they have nothing to do and it's
their sleeping time, goto sleep
- [+] add flags
- [+] flies should always move towards corpses if possible
- [+] maybe F_WANTSOB corpse, covet?
- [+] but thye can't pick it up so they'll just hover nearby?
- [+] now they can be hostile too
- [+] when we're picking a random corpse, try again if we get something
with nocorpse like a ghost
- [+] getrandomcorpserace()
- [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should
be more like 5
- [+] severed finger shoudn't count as making you bleed when you attack
- [+] in askcoords, always show cell name
- [+] monsters with no melee attacks can always cast spells while
adjacent
- [+] resting issues
- [+] having a temporary injury means oyu need to rest, so don't
say "you don't need to rest"!
- [+] also don't stop resting until all temporary injuries are
healed
- [+] show comparative weights / armour ratings
- [+] make price for npcs to join be lower
- [+] assertion failure with who->timespent == 0 when a mosnter falls
through a hole
- [+] (after I follow by falling down the pit)
- [+] make taketime() not work when not on the player's map
- [+] bug - monsters never waking up
- [+] "tailwind" spell (fast movement speed but forwards only)
- [+] now that i have Hardness, _all_ reduced damage should go towards
armour.
- [+] earthquake - pits open up around you (but not under you)
- [+] force sphere - radial blast outwards, knocks back lfs + obs +
doors etc
- [+] warn before moving/attacking with bleeding injury
- [+] leg slash = hploss form move
- [+] hand slash = hploss from attack
- [+] warn before walking onto pentagram with blessed gear
- [+] explosion should cause dt_explosion injuries?
- [+] massive damage to whatever armour is there
- [+] OR if no armour:
- [+] limbs
- [+] lose hand
- [+] body
- [+] collapsed lung (fitness = 0)k
- [+] ribcrack (like bashing one)
- [+] head
- [+] ringing ears (can't hear anything for a long time)
- [+] burnt eyes (blinded)
- [+] bug: not seeing fall msg during move (fell due to leg injury)
need 'didmsg'
- [+] getrelativedir should always return FRONT when uou have
f_awareness
- [+] bug: shouldn't try to leave trails when inside walls
- [+] announce when armour saves you from critical hits
- [+] F_DONELISTEN isn't working now - i'm getting multiple "you hear
buzzing to the north".
- [+] N_FLY needs to act the same as N_WALK (ie. be NC_MOVEMENT)
- [+] make validatespellcell() work on abilities
- [+] sonic bolt
- [+] mutated bat (sonar - damage)
- [+] merloch (sonic scream - damage)
- [+] king piranhas shouldn't leap out of the water!
- [+] don't catch thrown missiles if it will burden us
- [+] in @@, show "accuracy" as a seperate line, not with your weapon.
- [+] higher chance of learning psionics on level up.
- [+] fix up monster hp - too easy to kill most things in one hit with
dam = 4-12, 2 attacks (ie. l6 monk)
- [+] dump out all mosnters sorted by hit dice (show avg hp)
- [+] fix them up
- [+] vault->entertext - ie "you enter a dining room"
- [+] make random monster generation go by hitdice AND rarity rr_.
IGNORE rarity value.
- [+] start with hd = level. sometimes incrase
- [+] remove all rarity values from monsters
- [+] disorient might need to be higher level than stun
- [+] make psionic spell mp cost be level, rather than level^2?
- [+] ai bug:
- [+] .oO { looking for a target . }
.oO { found an enemy target - lfid 256 (human) ! }
.oO { default - moving randomly }
- [+] reduce cost for higher levle spells agian.
- [+] prevent player from eating an ice sheid!
- [+] bug when eating from the floor with multiple food items there
- [+] assassin's blink spell - teleport behind and facing someone.
medium level translocation.
- [+] make "chunk of roast meat" be "chunk of roast goblin meat"
- [+] and base nutrition on corpse type
- [+] highlevel sixth sense should let you turn to face it
* [+] add prompt text to msg hist:
- [+] sixth sense should only pick up hostile monsters
- [+] need a good reason that wizards can't wear armour.
- [+] if isplayer(), failure chance depends on any arm/shield
penalties
- [+] show f_impassable in describeob()
- [+] no walking backwards/sideways if you're stuck in a web/vine. can
only turn.
- [+] objects for protection:
- [+] eyeglasses (+vision)
- [+] safety goggles
- [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)',
depth 1), but it has no free stairs.
- [+] when we restart map regeneration, must first REMOVE
referenecs to this map!!!
- [+] implemented.
- [+] fixed bug with sleep interruption
- [+] You attack the helpless the dwarf monk! You flatten the dwarf
monk!
The dwarf monk loses consciousness. damage's robe protects it.
- [+] add stamina cost to other abilities
- [+] add descriptions to lore skills
- [+] make athletics skill give you more stamina?
* [+] monstesr stopping fleeing when they can't see player
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
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
- [+] 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.
- [+] rename magic skills: Magic:Cold
- [+] bug: infinite loop in poison arrow trap - make sure the arrow
always dies.
- [+] bug: c4 didn't kill iron door
- [+] implement stamina (float). max is Fit/2
* [+] in startlfturn:
- [+] sprinting drains this.
- [+] ...then stop using f_sprinting for exhausted
- [+] ...and remove f_tired
- [+] if exhausted, stop sprinting. (in modstamina)
- [+] change crushed windpipe
- [+] f_stamcost for abilities.
- [+] modify cancast.
- [+] tumbling
- [+] jumping
- [+] rage
- [+] swimming
- [+] drains stamina like sprinting
- [+] if stamina drops to 0, you start drowning.
- [+] new spell: lethargy (sets stamina to 0)
- [+] if a sleep spell fails, use lethergy instead.
- [+] no attacking while stam = 0 ???
- [+] need to update statbar right away when casting ongoing spells.
- [+] bug: reading an awareness scroll counting as an active spell!
- [+] genericise magic resistance check into a function
- [+] "disorient" - l1 mental spell which randomly turns lf, someitmes
makes them dizzy
- [+] change stun - just means you can't attack, cast spell, use abils
* [+] AI shouldn't look for targets if stunned or no stamina
* [+] why do mosnters end up facing -1 (d_none) ??
- [+] turn undead problem.
- [+] The skeleton turns to flee from you! The skeleton bites you.
- [+] crit which spins you around (bash to body)
- [+] say "you attack xxx from behind" when you ar ebehidn them and
they can't see you
- [+] or "you attack the helpless xxx" when thye just can't see you
- [+] genericise sacrifice text
- [+] fix up weight of heads (8% of body mass)
- [+] make attribss do more:
- [+] iq: determine how soon you learn new skills (ie. modify
SKILLXPPERPOINT)
- [+] fit: determines stamina points.
- [+] wisdom >= AT_HIGH
- [+] warn before wearing/eating/drinking/weilding unknown
bad/cursed objects (low chance)
- [+] use isbadobject()
- [+] chance:
- [+] high = 10%
- [+] vhigh = 30%
- [+] exhigh = 50%
- [-] idea: sacrifice to gods to make them happier
- [+] mercy: weapons
- [+] death: any corpses
- [+] thieves: gold