- [+] need a potion and venom sac
- [+] make more things drop venom sacs - snakes etc
- [+] F_EXTRACORPSE
- [+] operate the venom sac ?
- [+] can do this with first levle chemistry
- [+] different kind of venom - blindness
- [+] "blue venom sac" vs "purple venom sac"
- [+] combiesn to potion of blindness
- [+] more amulets
- [+] common
- [+] of bravery
- [+] of light (common)
- [+] of minor protection (common) (=5 AR
- [+] energy absorbtion (absorb explosions, then pump them out)
- [+] uncommon
- [+] injury prvention (instead of ring)
- [+] rare
- [+] or major protection (not common) +10 AR
- [+] had a missing eye. drunk a healing potino.
- [+] Your head grows back! Your injured head has healed.
- [+] objects with positive F_BONUS should never start cursed
- [+] (in addobject)
- [+] territorial monsters talk when you are approaching their
threshold (but not within it)
- [+] put this in ai_talk()
- [+] if someone almost at territorial range:
- [+] make f_noisetext v2 be SP_xxx. if it's set, just say
this instead.
- [+] it not, N_TERRITORY_APPROACH
- [+] if we can talk, SP_TERRITORY_APPROACH
- [+] possibilities:
- [+] stay away!
- [+] keep back!
- [+] get away froma me!
- [+] don't come any closer!
- [+] that's close enough.
- [+] keep your distance, stranger!
- [+] out of my way!
- [+] test with giant and
- [+] test with insane humanoid
- [+] make territorial creatures not walk too close to things,
unless they are attacking or fleeing
- [+] in willmove(), fail if it is too close to something
- [+] ...unless we have a target lf
- [+] ...or we are fleeing
- [+] jumping when woozy will go to a random cell
- [+] fix autoshortcuts to include starting spells
- [+] still bugs with canreachbp - "The giant rat critically scratches
your wizard hat."
- [+] zombies shoudln't be able to talk.
- [+] allow pets to "cheat" to find player's lcoation.
- [+] need some kind of limit on zombie army creation
- [+] no stairs
- [+] areallies() on two pets returning false
- [+] psychic shove
- [+] push off something, or push them away
- [+] l2 mental
- [+] pushback power+1 cells (max power 3)
- [+] different god message for first prayer.
- [+] fix crash during swapplaces()
- [+] sacrifice of masterwork weapons should work better. shoddy
should be worse.
- [+] bug: shops don't work anymore
- [+] change lessen poison - power always goes to 1
- [+] replace description "spell's power is boosted when cast outside"
with "boosted when cast in a forested area"
- [+] minor healing problem. "at lest 2hp per power" but mxpower 10.
should be maxpwer 5
- [+] wish for 'protection' should give something you can wear without
penalties.
- [+] locate object should give a message when none are found.
- [+] find any four corridors in a square
- [+] where one of them has 4 exits, and the rest have 3
- [+] fill in the ones with 3
- [+] VALGRIND.
- [+] reduce ID costs at shops
- [+] necromancer mods
- [+] start with a dagger, since you don't get early attack spells
- [+] start with limited short blades skill
- [+] start with animate dead (now a level 1 spell)
- [+] increase TR of ice wraith.
- [+] replace strrep function:
- [+] strrep(&mystring, find,replacewith)
- [+] code:
- [+] char *strrep(char **mystring, char *x, char *y)
- [+] char *temp
- [+] temp = dostrrep(x,x,x)
- [+] free(*mystring)
- [+] *mystring = temp
- [+] flag loop in F_IGNORECELL!
- [+] problem: i'm getting f->next == f
- [+] added a new assertino in addflag()
- [+] change how killflagsofid() works, maybe this is the problem.
- [+] i think my "insertbefore" is being freed somehow...v
- [+] fixed with valgrind?
- [+] try harder to link using tunnels rather than portals
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent
- [+] why didn't cyborg warrior start with bullwhip equiped??
- [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
- [+] no throwing
- [+] no operating
- [+] no firearms
- [+] tombstone text: Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant
corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
it during a fight.
- [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
v0=material, v1=howmuch
- [+] continuerepairing() should only fix <skill + helpsrepair> hp
per turn.
- [+] announce helpsrepair in obdesc
- [+] coldroom vault:
- [+] ice floor
- [+] ice walls
- [+] ice pillar
- [+] frozen corpses
- [+] new job: gladiator
- [+] sword
- [+] shield
- [+] high shield skill
- [+] high evasion skill
- [+] limited armour skill
- [+] net
- [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
- [+] fall_from_air().
- [+] trigger then when wind-based effects hit.
- [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
opponent, flee.???
- [+] easy way to fix reachability:
- [+] is there a solid cell which is:
- [+] adjacent to both a filled and an unfilled area?
- [+] not a fixed vault wall?
- [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
- [+] f_hashidinglf, v0=rid
- [+] if you loot it, monster jumps out
- [+] ...and gets a free hit!
- [+] perception lets you see the container moving (only if it
weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
* [+] condset_t
- [+] then replace all getrandomadjcell() calls...
- [+] remove getrandomroomcells
- [+] then remove WE_xxx
can just drop food for them.
- [+] when looking for remote obs, DO include adjacent cells with lfs,
if we have the snatch ability.
- [+] some long thin levels (80 x 12 ?)
- [+] fix code to remove useless doors.
- [+] 0 pairs of dirs with empty cells = change door to wall
- [+] pick an adjacent empty cell
- [+] floodfill the 8 cells around the door.
- [+] start with adj cell
- [+] can't go more than 1 cell away from door
- [+] solid cells or doors will stop movement
- [+] if no unfilled cells around the door, bad.
- [+] new way of fixing unconnected levels - portal!
- [+] pick one spot in each section then place a portal there.
- [+] dying should cure poison
- [+] tweaks to attack text
- [+] floor tile effecst
- [+] absorbancy - ie. carpet should absorb water.
- [+] converyors
- [+] only walkable sometime (crushers?)
- [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus"
- [+] god of nature should like eating animals all the time, not just
when hungry (makes piety gain easier)
- [+] announce when eyes are protected from a spellcloud
- [+] klikirak should like setting off fire traps.
- [+] floodfill() should follow portals to the same level.
- [+] show >1 skillpoints in green on status bar
- [+] bug: gods are apeparing behind you.
- [+] bug in getrandomadjcell
- [+] gods' planeshift spells failing? might be fixed now. using
getrandomroomcell instead of getrandomcell.
- [+] increaes damage dealt by smite evil/good
- [+] lightning javelins shouldn't be stackable
- [+] monsters not firing ranged weapons!
- [+] they just walk back and forth
- [+] bug with how i was calling haslof() for cells other than
where the mosnter was (in getdiraway())
- [+] turn undead should only work if caster level*2 is >= monster level
fullblock basics:
- [+] penalties
- [+] lowers visrange to 1
- [+] huge attack penalties
- [+] huge evasion penalties
- [+] vhigh chance of all ranged damage going to shield instead.
- [+] buckler = 75 (small)
- [+] shield = 80
- [+] large shield = 85
- [+] tower = 90
- [+] plus shield skill*2
- [+] use check_shield_block in all spell effects
- [+] this checks whether player is shieldblocoking (or evades??)
- [+] then applies damage appropriatly.
- [+] new ability;
- [+] stopped by:
- [+] losing or unequipping the shield
- [+] being interrupted
- [+] casting a spell or using an ability
- [+] exotic weapons should cost more.
- [+] maybe prevent prayer until gods have been pleased enough ?
- [+] while you're not worshipping anyone, piety gain is x4.
- [+] once first one hits 'pleased', they will appear and offer you
a place
- [+] advantge to this is that you get a gift
- [+] picking up new gold should please felix......
- [+] you shoudl only be able to sacrifice untouched gold. this
pleases felix double as much as grabbing it.
- [+] gods sohuld appear "in a cloud of ..."
- [+] bjorn - blood
- [+] klik - fire
- [+] lumara - bright light
- [+] make dagger stronger than combat knife (but combat knife is
faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
- [+] every time we ask for a direction, use askdirection(prompt).
make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
- [+] i'm finding way too many books! might be fixed now... ?
- [+] never finding wands
- [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
- [+] carpet = soft
- [+] stone = normal
- [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31. novice perception skill. noticied
teleport trap right in front of me. chances?
- [+] maybe make it you can never detect anything further away than
your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe: "At Novice
level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
(with human footprints)"
- [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
- [+] F_BLOCKSVIEW needs new option: v1 = true means dont block
if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
info from the the cell returned.
- [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
- [+] peaceful check should do this
- [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
- [+] l0
- [+] chewing gum (jam doors with it) - this should be food
though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
read it manually
- [+] finding rings of unholiness everywhere.
- [+] because it's the only rare ring!
- [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
small blades. starts with extra knives.
- [+] replace all SUBJOBS with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
- [+] rogue/assassin (no stealing, no traps, lockpicking, better
stealth+backstab, poison knives)
- [+] minor healing spell is too powerful. should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
- [+] just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
- [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
grants cold resistance
- [+] shop opening hours
- [+] F_OPENHOURS
- [+] v0 = start (inclusive)
- [+] v1 = end (inclusive)
- [+] v2 = sayphrase
- [+] SP_CLOSEDTILMORN (come back in the morning)
- [+] SP_CLOSEDTILNIGHT (come back tonight)
- [+] SP_CLOSEDTILHOUR (come back after x oclock!)
- [+] make shops only be open during the day.
- [+] make some temples only be open at night (eg. hecta)
- [+] grammar: xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach - with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
- [+] have added debugging
- [+] wait for it to happen again
- [+] put in code to check at start of turn whethe r my alignment
just changed.
- [+] my alignment seems to have changed to NONE
- [+] POLYMORPH is causing this.
- [+] fixed
- [+] commando should have low level version of gunblade
- [+] electromachete - low pierce + low electric
- [+] gunblade - med slash + low explosive
- [+] boomstick - med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
object)
- [+] l2 tech
- [+] operate it to recharge tech which has charges.
- [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
- [+] new arg: lifeform_t *causedby
- [+] use this when dealing damage, so that it counts as player
kill (etC)
- [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
1
- [+] seems almost impossible to break locks on chests by bashing....
check the calc.
- [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
- [+] after first hit: +1dam, knockback
- [+] after 2nd: +2 dam
- [+] etc
- [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100. therefore: multiply by 3
and a bit.
- [+] CRASH during wish for Power
- [+] bug:
- [+] You whack the pixie. The pixie turns to face you.
The pixie turns to flee from you!
Amberon's voice booms out from the heavens:
"You dare attack an innocent?" Amberon's voice booms out
from the heavens:
"You dare attack an innocent?" The pixie gestures at itself.
- [+] baba yaga's hut
- [+] shoudln't be able todrink potions
- [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit:
- [+] $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
- [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
- [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
- [+] scourge should always start with a whip.
- [+] fighter should be able to pick it
- [+] aligned temples sohuld be half price (or free if god is pleased?)
- [+] SM_DETECTCURSE
- [+] SM_PURCHASEITEMS
- [+] SM_BLESS
- [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
- [+] check out canreachbp() in lf.c
- [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
silver
- [+] klikirak should grant fire powers
- [+] cast pyromania when you pray
- [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
- [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
- [+] i think i said "weapon" but it turned into weapon store.
- [+] works in a wish...... is this only a problem in a vault?
- [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
"the xxx appears"
- [+] when i read a create monster scroll, this _doesnt_ happen.
- [+] when i cast summon small animals and a brian bat appears, it
_doesnt_ happen
- [+] only seems to happen whan a mosnter uses a summon spell
- [+] maybe to do with finalisemonster() or "autogen" being set in
addmonster?
- [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
- [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing plants
- [+] do something to stop kilkirak worhipers from scarificeing the
entire forest!
- [+] if you attack a plant lf in the sylvan forest
- [+] nearby plants attack.
- [+] 33% chance of a treant:
- [+] same if you destroy a plant object
- [+] takedamage() needs a "fromlf" arg
- [+] or sacrifice one.
- [+] _warning_ if you attack a plant object or plant lf. (but
don't kill it)
- [+] WISDOM warnings:
- [+] if you are about to attack an OC_FLORA object in the
woods (and have felt the woods get angry once before)
- [+] if you are about to attack a RC_PLANT lf in the woods
- [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
- [+] stealth check to not make ANY noise when hiding is easier.
- [+] redo skillchecks to use a percentage, not d20!
- [+] new function behaviour:
- [+] skillcheck()
- [+] roll a die. d100? d50?
- [+] modifyskillcheckroll() - apply modifiers (based on
attribs, etc). higher roll is better.
- [+] store die roll in *result
- [+] difficulty 70 means "must roll higher than 70" = 30%
chance.
- [+] if roll >= what you need, you pass.
- [+] skillcheckvs()
- [+] each roll a die
- [+] modify die roll for both of you
- [+] who is higher
- [+] now modify ALL calls to skillcheck() to be pctage based.
- [+] in general, difficulty of 20 ->diff 95 (ie. 5% base
chance)
- [+] each +/- 1 will chance difficulty by 5%
- [+] ie. multiply current values by 5
- [+] IN
- [+] attack
- [+] io
- [+] lf
- [+] move
- [+] objects
- [+] shops
- [+] spell
- [+] then REMOVE getskillcheckchance()
- [+] auto fail poison check on low roll
- [+] let everyone attempt to climb climbobstacles.
- [+] potion of oil isn't smashing when thrown
- [+] shatter() was failing because the EXPLODEONDAM check was
incorrect.
- [+] fix felix money sacrifice exploit . done.
- [+] change collapsing door trap - first check for F_DOORFALLOB
instead of just checking material. that way we can cope with iron
gates etc.
- [+] done
- [+] define doorfallob for iron gate - 4-5 iron bars
- [+] make more shops let you donate
- [+] bookstore
- [+] jewellery store
- [+] rename blood hawk to hunting hawk
- [+] offering a bribe to creatures should make them move likely to
helkp you, AND reset the "auto don't help' flag
- [+] change "get lost " message to "get lost, <racename>" if your race
is different.
- [+] sayphrase() needs a new arg: lifeform_t *talkingto
- [+] colours for spell effect.
- [+] eg. "the flame dart hits xxx" should use CC_BAD
- [+] muddy room - mud should be immutable.
- [+] maybe change rage - you lose control totally and just attack
anything in sight?
- [+] do it.
- [+] don't train when enraged
- [+] don't hear sounds when enraged
- [+] RAGE effects: strength bonus, accuracy bonus, infinite
stamina, never flee,
- [+] fix bug in skill point calculation
- [+] CRASH - someone got their turn BEFORE the player!
- [+] new poisontype field - contracttext
- [+] hecta's pray effect not working.
- [+] adjust food poisioning check difficulty based on food age
- [+] check OBHP percentage of max.
- [+] >= 80% obhp means -30% difficulty check
- [+] ring of unholiness should confer dtvuln holy.
- [+] fix colour on spellclouds
- [+] fix bug with spellclouds not affecting centre cell.
- [+] if you are frozen, heat does extra damage and cold does none.
- [+] when frozen, lessen chance of melting.
- [+] reduce bite damage of snakes
- [+] balaclava should protect from gas
- [+] make some floor types (like carpet) be multicoloured
- [+] celltype->altcolour
- [+] if altcolour is not C_NONE then use it where (x + y) % 2 is
true.
- [+] don't regain stamina while training
- [+] random text in shops - sayphrase needs to cope with lf == null
- [+] done
- [+] fixed - hecta gifted me with a bamboo staff, but i'm inept with
staves!
- [+] BUG: in vault.vlt.
- [+] "30% chance of door" really means "otherwise empty cell"
- [+] need to be able to say "else put a wall here"
- [+] so change:
- [+] c:type:what[:pct]
- [+] to this:
- [+] c:type:what[:pct][:alttype:altwhat]
- [+] vlegend_t needs
- [+] enum VAULTTHING tt2
- [+] char *what2
- [+] they default to VT_NONE, NULL
- [+] secret doors should take their fake wall type from the vault spec
- [+] vaults need f_celltypeempty/solid flags
- [+] add via: solid:xxx in vault def
- [+] recycler
- [+] donate anything
- [+] if sound is behind walls:
- [+] you hear a muffled explosion
- [+] int canhear() needs one more optional argument:
&numwallspassed
- [+] if supplied, fill it in.
- [+] in noise(), check numwallspassed. if there were any, then say
'muffled'. or maybe if more than 2? play around with this.
- [+] listen skill should also give more info about NON monster sounds
- [+] ie. direction, distance.
- [+] set user->changinglev when CHECKING stairs in the same way as
when we use them.
- [+] monk abil - iron fist - use all remaining stamina as damage +
knockback
* [+] HITCONFER - this should only work if you were attacked through a
BITE or CLAW etc.
- [+] bug... werewolves etc not attacking properly after shapehifting
- [+] some tech/tools should be usable with hands (ie. watch).
f_operwithouthands
- [+] werewolves sohuld keep f_hitconfer after shapeshifting
- [+] done
- [+] summoned creatures from ai should never attack their masters!!!
- [+] only the PLAYER can be infected by a werewolf? or only HUMANS ?
- [+] when a werewolf changes to animal form, no longer hide true race
as 'human'
- [+] lycanthropy?
- [+] how to get it:
- [+] drink were-xxx blood (->potion of lycanthropy, never
appears randomly)
- [+] bitten by a lycanthrope (chance) with hitconfer and fail
a con check
- [+] change f_lycanthrope so text = racename.
- [+] effects when you get it:
- [+] right away, add diseased with lycanthropy. incubatino
infinite ?
- [+] if you are incubating lycanthropy, you always change at
the full moon (and get rage, and lose control).
- [+] at this point, complete the incubation and...
- [+] add f_hatesall
- [+] lose control for a while
- [+] after you change back the first time, you can change at
will. (but there is a risk each time of losing control)
- [+] player regains control
- [+] remove aicontrolled, hatesall, rage
- [+] actually add f_lycanthrope, text=xxx, v0=4
- [+] when f_lycanthrope v0 drops to 0 or less...
- [+] canwill shapeshift with race:xxx
- [+] how to remove it
- [+] remove curse scroll
- [+] drink holy water
- [+] these will:
- [+] cure any incubating curse
- [+] cure any f_poisoned curse
- [+] cure lycanthropy, and any flags FROMLYCANTHROPY
- [+] other effect
- [+] wont/cant walk into holy circle?
- [+] holy circle hurts you
- [+] shouldn't be able to get critical hits on you (ie. injuries) if
you ahve heavenly armour
- [+] bug in f_poisoned text. i think i've fixed this now.
Died on level 2 of the dungeon.
Killed by venom poisoning
from 5-10
- [+] donated objects count towards xp!
- [+] -50% of value if not known.
- [+] -25% of value if not id'd
- [+] donating objects will anger felix
- [+] fire/cold spells:
- [+] endure fire/cold
- [+] L2
- [+] ongoing
- [+] like endure elements but only one element.
- [+] fire - done
- [+] cold - done
- [+] negate fire/cold
- [+] L3 ongoing
- [+] rename "gold coin" to "gold dollar"
- [+] announce mosnters losing interest.
- [+] if accuracy is too low, chance to fumble your atttack if you miss.
- [+] ie. drop weapon
- [+] show "please wait' message during initial build.
- [+] why can't i fill an empty flask from a potion of blood?
- [+] because blood grew into a bigger one
- [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list
- [+] The giant ant kills the kobold. The kobold dies.
- [+] never use "kills" when a monsters is killing another one.
- [+] implement CURSED scroll of wishing effects.
- [+] stoning
- [+] hostile summons
- [+] insanity- drop iq prmenantly
- [+] golden boulder
- [+] proximity mine (l3 tech)
- [+] if activated, explodes when someone walks ONTO it (but not
_off_ it)
- [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto
it
- [+] rollerskates (wear on feet, move fast fowards)
- [+] jet skates (faster version of rollerskates)
- [+] only work when ACTIVATED
- [+] only work when they have CHARGES left
- [+] drain charges when activated (like a jetpack)
- [+] cattle prod - piercing DR 1, +10 electical dam while it has
charges
- [+] f_extradamwithcharges
- [+] computers
- [+] operable
- [+] no pickup (or at least, VERY heavy)
- [+] need tech usage to use.
- [+] get choices equal to your tech level (novice = random)
- [+] choices:
- [+] 1 M = map whole level
- [+] 2 O = show location of loot (detect objects)
- [+] 3 L = show lifeforms
- [+] 5 D = explode
- [+] 6 I = identify one item.
- [+] 7U - unlock all doors + chests
- [+] at high techusage you can pick destruct time ?j:e sp
- [+] minor grammer fixes in skill descriptions and looting choices
- [+] crash when donating objects to a shop.
- [+] only allow lock breaking with bashing wepons
- [+] make minor undead like skeletons not pursue once you're out of
sight.
- [+] don't allow damaged objects to stack
- [+] wyrmspawn should be able to learn master wyrm lore!
- [+] fixed crash when operating tech which asks for a target cell
- [+] bug in bones
- [+] invalid at() definition: 'at(0,0) ob:an uncursed bone club'
[vault:bones7/loading flags] Invalid line: [at(0,0) ob:an
uncursed bone club]
- [+] when monsters polymorph into a new race, don't change their
allegiance (ie. dont inherit f_hostile)
- [+] don't want boulders or other impassable objects in starting room
- [+] lumara should give you one more mp if you are already full
- [+] reduce radius of gas trap
- [+] fixed description for mana spike
- [+] increase damage of wild spells
psychology
- [+] plauge rat should have poison corpse
- [+] bjorn should only get mad when you flee from armed foes.
- [+] Strengths: should include poisonous bite at beginner level, not
adept.
- [+] show behaviour flags in description
- [+] territorial (insane)
- [+] fleeondam (timid)
- [+] noflee (drugged)
- [+] followtime (detemrined / lazy)
- [+] muscled/scrawny
- [+] should be able to pay potion stores to id stuff.
- [+] update make_basic_shop
- [+] use shopacceptsflag
- [+] id function...
- [+] bug: scroll of wishing, Protection. keeps giving me 'sun hat.
- [+] limit possible body parts to certain ones.
- [+] when wearing armour of the spider, you should never get exhausted
from climbing
- [+] show "Threat Assessment" text on @@
- [+] only warn about pentagrams with gtaverage iq
* [+] new playable race: Wyrmspawn
- [+] wolf
- [+] hawk
- [+] bear
- [+] worker ant (but not soldier ant)
- [+] player shouldn't know if mosnters are peaceful or not
- [+] ie. no warnings when attacking them
- [+] no swapping places
- [+] don't show "(peaceful)" in io.c askcoords()
- [+] need isknownpeaceful()
- [+] lv1 negotiation will fix this. maybe rename it though:
- [+] psychology
- [+] psionic spells:
- [+] boost confidence
- [+] wild spells:
- [+] pyrotechnics
- [+] absorb metal should give you hp if you already have ful lmana
- [+] take lifeform_t * for usevis instead of boolean
- [+] add new option "useorigrace" for shapechangers
- [+] whips
- [+] F_WHIP
- [+] new skill: sk_whips
- [+] basic trais:
- [+] high accuracy
- [+] lowish dam
- [+] pierce/slash/bash damage
- [+] some will let you cast 'snatch' and suck
- [+] no crit chance
- [+] examples:
- [+] bull whip (lowest damage)
- [+] flail (ie. chain whip ,change type from club to whip)
- [+] heavy flail
- [+] metal-tipped whip (flail with higher acc)
- [+] barbed whip (causes piercing damage as well)
- [+] io.c @@ should take extradam into account
- [+] describbeob() should show F_EXTRADAM
- [+] change morale values - this shoudl default to your TR, otherwise
f_morale replaces it.
- [+] CRASH in doknowledgelist()
- [+] hecta bug: fixed!
- [+] You bisect the kobold! The dying kobold shouts "Nooooo!".
Hecta's voice grates against your mind:
"You allowed my sacrifice to escape!"
- [+] is this because i'm calling "flee" after the lf takes
fatal damage but before die() is called?
- [+] NO, because flee() checks isdead(lf)
- [+] it's happening when i kill a monster, and another one of
the same type sees me!
- [+] change: only trigger this is the player has previously
attacked the monster
- [+] replace fire titan with balrog
- [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!".
- [+] fixed.
- [+] boggart -brown 'n'
- [+] made of wood
- [+] cause things to disappear
- [+] cause milk to sour (low power blight)
- [+] scared of salt
- [+] demandgold
- [+] briar thrash (spiky) - yellow 'T' (grab)
- [+] bingebark - red 'T'. wants edible, canwill snatch
- [+] leshy (human with leaves) - green 'h'
- [+] manticore - red 'm''
- [+] lion, bat lings, man head, tail tipped with iron spikes
- [+] carnivore
- [+] human sized
- [+] shoots 1-6 spikes. each spike does 1d6. too much!!
- [+] change this to be 5d3 damage per volley.
- [+] ie missiledam 4d3
- [+] can do this once every 50 turns.
- [+] can fly
- [+] claws - 1d3 1d3
- [+] want gold (non covet)
- [+] make it grimoire.
- [+] don't learn the first spell automatically
- [+] only start with 3 spell schools, and they must be from:
- [+] wizards with no subjob:
- [+] get a grimoire rather than a spellbook. but first spell is
always mana spike?
- [+] need some frequent forest vaults
- [+] tree passage:
- [+] tree circle
- [+] more enlarge/shrink object effects
- [+] wooden door = wood wall
- [+] wooden barrel - wooden dor
- [+] i turned into a cloud of gas. why was i not flying?
- [+] when you polymorph to creautre with natural flight, start
flying right away
- [+] show %age chance when studying a scroll
- [+] redo skillcheck code so we can calculate % chance beforehand.
- [+] automatically unlock all doors in starting room
- [+] reduce accuracy for innate attakcs- at the moment they always hit!
- [+] based on agility.
- [+] test with monk......
- [+] You have the following spells active:
3 damage reduction, vuln to fire
- [+] grimoire - why could druid see 'knock' ? think this is fixed now.
- [+] new killverbs: "murdered" "slain"
- [+] superheat not working if you miss. fixed.
- [+] skillchecks for NC_SPELLEFFECT noises should always succeed.
- [+] modifydamage dealt now that monsters have more hp:
- [+] initial wizard spells
- [+] chill
- [+] spark
- [+] manaspike
- [+] later wiz spells
- [+] fire on ground
- [+] new type of spellbook:
- [+] general - one spell from each school "spell tome" ? "xxx's
grimoire"/
- [+] another flagpile corruption bug.
- [+] asked a mammoan hunter to join me.
- [+] Marcus shouts "Beware a mosquitoid!". You hear heavy
footsteps.
- [+] Assertion failed: ("flagpile is corrupt!" == 0), function
checkflagpile, file flag.c, line 456.
- [+] (timeeffects on footprints)
- [-] when you "vomit then wake up", need to recalc los
- [+] killflag() is meant to fix this!
- [ ] why isnt it working?
- [+] bug: wasn't identify()ing starting weapons when you selected them.
- [+] allow temples to try to belss unknown objects.
- [+] allow describing obs from askobmulti()
- [+] warrior read a grimoire, why did it get identified? fixed.
- [+] reduce cost to repair stuff
- [+] dancing flame -l1: fires spread to adjacent lfs
- [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)%
from each one.
- [+] maxpower 5
- [+] quicken fire - l4: make flame primarliry
- [+] magic barriers should vanish if you walk into your own one
- [+] implement
- [+] fleeing from something with F_NOMOVE shouldn't be cowardice
- [+] fix crash in check_for_block()
- [+] new branch: sylvan forest
- [+] entrance to this branch: hollow tree?
* [+] add some forest vaults
- [+] get rid of 'the sun is coming up" messages
- [+] nature spells which work better outside need to change...
make it 'when in sylvan woods' instead
- [+] need a spell to teleport to entrance of a branch!
- [+] done. TRAVEL.
- [+] 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
- [+] 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.
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()
- [+] 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?
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()
- [+] bug: getvaulttype causes infinite loop if none found.
- [+] flameburst from klikirak offer shouldn't incrase piety further.
- [+] fireball / flame pillar spell: mark that the player created the
fire
- [+] ... so that when it damages otehr objects, damge caomes form
the playerh
- [+] make shieldbash stun effect last longer
- [+] 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
- [+] 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.
* [+] 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
- [+] 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"
- [+] 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?
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
- [+] 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.
- [+] 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.