1 | Here are listed some todos which should be looked into sometimes. |
1 | Here are listed some todos which should be looked into sometimes. |
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3 | TODO: it is possible to inventory-lock items on the floor, and *spomehow* possible to drop them. |
3 | TODO: it is possible to inventory-lock items on the floor, and *spomehow* possible to drop them. |
4 | TODO: common/readable generates archetype names in books: "A mushroom_1 of Antitoxin is a rare item..." |
4 | TODO: common/readable generates archetype names in books: "A mushroom_1 of Antitoxin is a rare item..." |
5 | TODO: think about naking the rhyzian amulet useful - makes little sense in deliantra? |
5 | TODO: think about naking the rhyzian amulet useful - makes little sense in deliantra? |
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7 | - http://maps.deliantra.net/quests/pippijn/one_eye_joe_house.xhtml |
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8 | the forge at 9|8 does not seem to work - according to Roscoe. |
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10 | - change "use_skill jeweler analyze" to analyze the recipe and |
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11 | add a "use_skill jeweler analyze jewels" to replace the current analysis. |
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13 | - check random map names, pippijn means: |
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14 | 'the last map is called N-1 of N' |
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15 | 'the first map is called "10 of 1"' |
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17 | - check if the confusion attacktype force and the force inserted by the |
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18 | confusion spell of monsters work well together. They might have the same |
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19 | name, which might lead to the effect that being confused will only prolong |
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20 | the confusion force. cure confusion also removes the confusion attacktype |
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21 | force, which is probably a result of the same naming for both. |
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23 | - monsters/npcs with @trigger in a dialog which are charmed can maybe be |
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24 | (ab)used to circumvent mechanisms on other - than their original - maps. |
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25 | possible solution: replace message on charm with something like: |
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26 | "@match *\nYes master?" |
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28 | - monsters with high maxhp (don't know if it has to do with it) like the king |
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29 | in /scorn/misc/castle2 tend to get negative hp when hit |
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30 | (eg. by punching with damage 17). |
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31 | |
7 | - /quests/peterm/Demonology/* - the markers only last 10 minutes, which is |
32 | - /quests/peterm/Demonology/* - the markers only last 10 minutes, which is |
8 | probably not long enough. and also the player is not informed of this. |
33 | probably not long enough. and also the player is not informed of this. |
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10 | - think about: make it possible to update spell direction while it is fireing. |
35 | - think about: make it possible to update spell direction while it is fireing. |