1 | 2006-09-16 01:38:16 17 objects in mortal queue |
1 | Here are listed some todos which should be looked into sometimes. |
2 | 2006-09-16 01:38:16 Got unknown value in map header: race human |
|
|
3 | 2006-09-16 01:37:42 BUG: remove_ob(): name pedestal, archname pedestal destroyed leaving object |
|
|
4 | 2006-09-16 01:37:33 invalid type defined in shopitems in string cloak:5;spellbook:35;ring:15;book:28;scroll:25;wand:28;armour improver:2;weapon improver:2;rod:32;potion:10;horn:35;amulet:17;power_crystal:25;gem:0;lamp:-10;*:-90; |
|
|
5 | 2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6) |
|
|
6 | |
2 | |
7 | requirements need to be dcoumented: json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map) |
3 | * IMPORTANT: client structures (ns) seem to never get released ever. |
8 | |
4 | |
9 | Various bits, in no particular order. This is far from a complete list - |
5 | * IMPORTANT: never-.defined archetypes should be flagged as such and a suitable |
10 | however it keeps growing as various problems are discovered that |
6 | check fucntion should be designed - the same for empty treasurelists |
11 | don't have an easy fix. Some of the things are put here just so my mailbox |
7 | and similar stuff. |
12 | doesn't overflow. |
|
|
13 | |
8 | |
14 | ------------------------------------------------------------------------------ |
9 | * there is no "fire 0" to start firing on yourself as opposed to fire 5 etc. which starts |
15 | Known Bugs: |
10 | firing into a specific direction. fire 0 only fires once (this is a bug, but most clients |
|
|
11 | move firing on yourself on non-shift-kp_5 because servers do not support the shifted |
|
|
12 | semantics). |
16 | |
13 | |
17 | These are things which don't work as expected, but are difficult enough to |
14 | * /morok_dun/mines1 n world_120_109 does not exist, but the othe rmine promises a quest |
18 | fix that they get put here: |
15 | there. be inventive. |
19 | |
16 | |
20 | Make lighting not go through walls. Maybe move it to the 'set_wall' |
17 | * victim {cnt:55798339,uuid:<1.149eb6a43>,name:"ice",flags:[0,8,103],type:23}(on /whalingoutpost/misc/frostcavern1@49+16) already dead in hit_player() |
21 | function - hard to do so that it is still somewhat efficient yet the same |
18 | sanctuary etc. hits lava-"ice" and kills it in the process. other stuff seems to not work as expected with sanctuary |
22 | light source does not illuminate the same space multiple times. |
19 | hitting items it shouldn't. |
23 | |
20 | |
24 | If a shop is placed in a random map (special map), the objects below the |
21 | * you cnanot sensibly buy mercenaries in their agency anymore: |
25 | shop wall stick around - normally not much a problem, unless it is placed |
22 | they burn, of course, in scorn. |
26 | in a glory hole (treasure level), in which case coins are now beneath the wall. |
23 | FIX: possibly create a precious flag that preserved pets in such a case |
|
|
24 | (and also preserve them over saved! so mercenaries and familiars could |
|
|
25 | be implemented in a sensible way). |
27 | |
26 | |
28 | Slaying is sloppy in that it uses strstr. This, an item that has 'slaying |
27 | * can users in theory steal the gems out of their snitchangel pet monsters? |
29 | giant' (like holyword of mostrai) will kill ants. strstr matching was most |
28 | => the nodrop mechanism used for that should also disallow stealing. |
30 | likely added to support comma seperated slaying lists (slaying demon,undead). |
|
|
31 | However, the code should really insist on exact matching, and if necessary |
|
|
32 | break apart the comma seperated list. Probably best to make something like a |
|
|
33 | 'does_slay()' function which can be used all over the place (consistent |
|
|
34 | behaviour is a good thing). If performance for this becomes an issue, making |
|
|
35 | a slaying a set of pointers could be done (char **slaying), and it gets filled |
|
|
36 | in at load time, and at save time, gets filled in the opposite direction. |
|
|
37 | However, from a simple basis, a check in does_slay() can be done to see if |
|
|
38 | slaying does contain a comma, and if not, just do simple strcmp, and only if |
|
|
39 | it does does extra work need to be done. MSW 2003-03-28 |
|
|
40 | |
29 | |
|
|
30 | * bowmode should offer different capabilities given on level of user |
|
|
31 | (Leonov). |
41 | |
32 | |
42 | ------------------------------------------------------------------------------ |
33 | * player_sold 1 still gets added to maps at some point, but server cnanot read it. |
43 | Future feature requests |
34 | resolve the situation by either implementing it fully or removing it fully. |
44 | |
35 | |
45 | - Change code so that if a player kills another player, he gets no |
36 | * climbing, meditating, levitating skills etc. should give you experience per use |
46 | exp. Perhaps also log number of times a player has killed another player |
|
|
47 | so problematic player killers can be more easily tracked. This should |
|
|
48 | be pretty simple, but is mostly here because I want to re-write the |
|
|
49 | kill_player for the new skill code, and that should clean things up |
|
|
50 | up a bit to make this code easier to put in. |
|
|
51 | |
37 | |
52 | - Allow possibility of one players magic not harming another player (should |
38 | * rewrite banish in perl (low priority) |
53 | probably be a flag/settings value) - given that most spells are large |
|
|
54 | area of effect spells, this may make cooperative adventuring easier. |
|
|
55 | However, this could be a little odd - if my friend it immune to my fireball, |
|
|
56 | shouldn't I be immune to my fireball also? But if that is allowed, you |
|
|
57 | now have the case people could cast fireballs on themselves and hit a |
|
|
58 | whole bunch of surrounding monsters. Perhaps allow this no damage |
|
|
59 | attribute based on different spells, eg, it could be argued that for bolt |
|
|
60 | spells you'd aim it so that it doesn't hit your friend, but that same |
|
|
61 | claim can't be made for fireballs. Or maybe add something like the |
|
|
62 | ability of spells to not take effect to some range, eg, 'cast lightning |
|
|
63 | bolt range 6' or the like, in which case it goes 6 spaces before the |
|
|
64 | lightning actually starts. |
|
|
65 | |
39 | |
66 | - Refine blocking of spaces - instead of 'blocks all or nothing', ability |
40 | * nekosan snatches the fish, which stays in the playr inventory. |
67 | to block walking but not flying, block swimming (for future expansion |
41 | remove should automaticlaly send esrv_del_item, and nobody else should, |
68 | of oceans). Also, add different LOS blocking for differing conditions - |
42 | for inv items. same for ipo. |
69 | if flying, jungles shouldn't block line of sight, but they still should |
|
|
70 | if your walking. Also, add seperate blocking (pass) for monsters and |
|
|
71 | players, eg, block_monster and block_player. What should probably be done |
|
|
72 | is make this a bitmask or the like with multiple possiblities. If the |
|
|
73 | object doesn't have another bitmask set, object can't pass through. For |
|
|
74 | compatiblity reasons, no_pass should set all the new no_pass_.. bits. |
|
|
75 | Note that these bits should also be extended for movement of more than |
|
|
76 | just the player, eg, spells, diseases, etc. Thus, you could have something |
|
|
77 | like a 'no spell propogation' space - players could still cast spells on |
|
|
78 | themselves, but range spells don't go anywhare. |
|
|
79 | |
43 | |
80 | - Ability for stores to set different prices for goods (eg, remote store |
44 | * output-count and output-sync defaults *might* cause delay by one message |
81 | charges more for the services it provides). |
45 | for new users. |
82 | |
46 | |
83 | - dm command 'Follow' which lets him see what a player is doing, where he |
47 | * arrest => jail, but the jailed player can suicide and will wake up |
84 | is going, etc. |
48 | in his normal savebed, not the jailbed. |
85 | |
49 | |
86 | - Further control on what players can do on maps/spaces. For example, |
50 | * 2007-02-03 03:49:06.010 loading /opt/crossfire/share/crossfire/maps//navar_city/city1houses (43970) |
87 | prohibit players from shouting, attacking others, issuing tell, |
51 | 2007-02-03 03:49:06.011 Discarding object without arch: texas |
88 | etc. |
52 | 2007-02-03 03:54:36.926 loading /opt/crossfire/share/crossfire/maps//navar_city/misc/city1mermaid (15753) |
|
|
53 | 2007-02-03 03:54:36.926 Discarding object without arch: event_say |
89 | |
54 | |
90 | - Change inscription - instead of looking at range field of the player, |
55 | * IMPORTANT: |
91 | have the spell to be inscribed part of the inscription command, eg |
56 | entering instantiated random maps whose meta file is missing freezes the player. |
92 | 'inscribe scroll of identify'. |
|
|
93 | |
57 | |
94 | - If player tries to login with same name/password as a character currently |
58 | * random speed should result in randomised initial animation face. |
95 | active, drop the old connection and associate the player with the new |
|
|
96 | connection. Useful if connection is dropped but server hasn't detected |
|
|
97 | it yet. |
|
|
98 | |
59 | |
99 | - Generalize the code better - split between 'rules' and 'engine'. The engine |
60 | * example of why a player was kept alive long after having logged out. |
100 | would be the aspect of loading/saving objects, dealing with maps, and |
61 | those are probably in a player inventory. |
101 | basic object support (exits, levers, etc - things useful for any working |
62 | 2007-01-23 14:32:17.413 player-scheduler refcnt nulla 2,1 9,9 |
102 | system). The 'rules' would be the more general genre of the game - |
63 | 2007-01-23 14:31:40.821 owner: {cnt:1291946,uuid:<1,bd23b6aa>,name:"trident",flags:[17,24,111],type:15}(on (null)@1+1) |
103 | a science fiction game would have a different set of rules than the |
64 | 2007-01-23 14:31:40.822 owner: {cnt:741779,uuid:<1,bd1b5193>,name:"throwing dagger",flags:[17,24,98],type:15}(on (null)@1+1) |
104 | fantasy game. And even the same genre may have a different ruleset |
65 | 2007-01-23 14:31:40.824 owner: {cnt:1403336,uuid:<1,bd2569c8>,name:"throwing hammer",flags:[17,24,111],type:15}(on (null)@1+1) |
105 | (ie, adding new skills). This is sort of like the current server/common |
66 | 2007-01-23 14:31:40.824 owner: {cnt:1291941,uuid:<1,bd23b6a5>,name:"throwing star",flags:[17,111],type:15}(on (null)@1+1) |
106 | split, but goes a bit more than that - the engine would be able to compile |
67 | 2007-01-23 14:31:40.825 owner: {cnt:1294661,uuid:<1,bd23c145>,name:"axe",flags:[17,111],type:15}(on (null)@1+1) |
107 | into an executable with the addition of some basic stub functions, |
68 | 2007-01-23 14:31:40.828 owner: {cnt:1323712,uuid:<1,bd2432c0>,name:"spear",flags:[17,24,111],type:15}(on (null)@1+1) |
108 | but playing as such would really just amount to a ghost moving accross |
69 | 2007-01-23 14:31:40.828 owner: {cnt:742413,uuid:<1,bd1b540d>,name:"spear",flags:[17,24,74],type:15}(on (null)@1+1) |
109 | a world which time is pretty much stopped (as monsters would be in the |
70 | 2007-01-23 14:31:40.828 owner: {cnt:1420216,uuid:<1,bd25abb8>,name:"throwing dagger",flags:[17,24,111],type:15}(on (null)@1+1) |
110 | rules side, and not engine). |
|
|
111 | - Changing the stat generation system - instead of roll based, give some |
|
|
112 | number of points. This makes it easier for players to choose what they |
|
|
113 | want to play - otherwise, I think some clients will be written that will |
|
|
114 | do this for the players in any case. |
|
|
115 | - Change draw_info so that server tells client what type of message it is |
|
|
116 | instead of the color. Client can then decide what color to draw it |
|
|
117 | or other special handling. |
|
|
118 | - Change code so that objects 'spill over' to other spaces if too many |
|
|
119 | get piled in one space. |
|
|
120 | - More/better maps. Add more quest maps or maps to take advantage of |
|
|
121 | newer features (ie, church maps for each god, maps for alchemy quests |
|
|
122 | or with rare ingredients, etc) |
|
|
123 | - Add some identifier for unique objects so that if the player that has |
|
|
124 | a unique objects quits the game, the object goes back into circulation. |
|
|
125 | - Add flag to make price of objects not affected by charisma or other |
|
|
126 | abilities. This should act like gems do right now (pay 1.03, receive |
|
|
127 | 0.97). In this way, gems don't have to be hardcoded, and other items |
|
|
128 | could be similarly set. Nuggets should be added to this list - its possible |
|
|
129 | to make small amounts of money alchemy silver and then selling the nuggets. |
|
|
130 | - Add/change door handling - make them more real life - they stick around, |
|
|
131 | can be opened, closed, different keys for different doors, etc. This |
|
|
132 | sort of mimics the gate behaviour, except keys may need to open them, etc. |
|
|
133 | |
71 | |
134 | - Add armor quality, with armor being damaged as it is used. Add repair |
72 | * 2007-01-15 03:17:33.547 victim (arch door_look_1, name ice) already dead in hit_player() |
135 | shops to go with this. Uncertain if people really like this idea or not |
73 | => use debug_desc |
136 | Further notes from mailing list: |
74 | => find out whats causing it |
137 | Item has current quality rating - different items have different max |
|
|
138 | ratings - magic would increase its rating. ITem operates normally |
|
|
139 | when it has 50%+ of its quality. At less than 50%, item loses |
|
|
140 | functionality in a limited fashion (eg, multiply quality percentage |
|
|
141 | by two to determine effective abilities in terms of percentage.) |
|
|
142 | Item max qualities should be in the same range for most all items, so |
|
|
143 | that powerful items given to low level characters get dinged up just |
|
|
144 | as fast as their normal items. |
|
|
145 | Diminished effects would be handled in fix player. |
|
|
146 | Cost to repair based on how damage item is (100 = half cost, |
|
|
147 | 0 = full cost). Items can be repaired on pro-rated basis. Repair |
|
|
148 | anvils would need to get added. |
|
|
149 | Items are damaged based on how much damage player takes - more |
|
|
150 | damaging attacks have higher chance to do item damage. Amount of |
|
|
151 | damage done to items might depend somewhat on damage done to player. |
|
|
152 | Acid attacks would be changed to use this same code - they just |
|
|
153 | always damage items at a much higher rate. Different ideas is that |
|
|
154 | chance of item damage is fixed, but amount done is based on damage |
|
|
155 | sustained. Other idea is that chance of damage is based on |
|
|
156 | real damage (percent, square root, other adjustments, perhaps |
|
|
157 | ignoring low values), but damage is somewhat constant. |
|
|
158 | Should probably be tunables in settings to determine amount of damage |
|
|
159 | done to item, and how often item is damaged. |
|
|
160 | |
75 | |
161 | - Change players draining exp from others. Currently, there are problems |
76 | * training center (kobold etc.) does not stop working after 30-40min |
162 | in that it not adjusted based on levels, so there are various abuses |
77 | but goes on for 2 hours _at least_. |
163 | draining from low level characters. Also, generally it is not possibled |
|
|
164 | to drain exp from monsters. Possible ideas: |
|
|
165 | - Change draining from other players to be a ratio of levels (ie, a level |
|
|
166 | 10 character draining from level 5 only gets half the exp. |
|
|
167 | - Ability to drain exp from monsters (might make drain weapons more |
|
|
168 | useful). Maybe have monster lose some portion of the exp he would |
|
|
169 | award when drained, and try to adjust level/other stats downward as |
|
|
170 | it looses exp? |
|
|
171 | - Fix map loading/saving so it can do it over several ticks for smoother |
|
|
172 | performance (maybe thread it?) |
|
|
173 | - Add adjustments to objects that adjusts chance of skill success. |
|
|
174 | Eg, objects the player use may adjust the characters effective level in |
|
|
175 | using a skill. Likewise, objects/monsters could have resistances to |
|
|
176 | certain skills (eg, skill_resist values). |
|
|
177 | |
78 | |
178 | - Delete oldest swapped map in case the TMPDIR disk fills up while |
79 | * /mlab/cwdccastleofmarquis3, goto and then charm => very very high cpu usage. |
179 | swapping out a map. To do this, detection of error on save would need |
80 | original crossfire: 100% cpu usage => freeze |
180 | to be done (presently, the fputs are done without return value checks.) |
81 | after mapspace::update fix: 40% |
181 | |
82 | after map protocol optimisation: 15% |
182 | - Seperate weapon speed and real speed for players - one is used for attacking |
|
|
183 | only, and the other for movement only. Right now, a characters real speed |
|
|
184 | could become the weapon speed when they attack something. |
|
|
185 | Make speed more variable for some actions (limit how much can be picked up |
|
|
186 | at once, certain skills should take longer than others.) |
|
|
187 | - Make monster pick up more intelligent - only pick up items if they may be of |
|
|
188 | some use (perhaps base this on int - stupid monsters might pick up everything) |
|
|
189 | - Add different dragon scales, in which different types of armor could be made |
|
|
190 | from. |
|
|
191 | - Add random terrain type square. Idea being you might make something a |
|
|
192 | random tree, and when the map is loaded, it chooses a tree random. This |
|
|
193 | would allow some variation in maps each time with possibly keeping the bulk |
|
|
194 | of it the same (Depending how extensively the random trees are used. |
|
|
195 | - Allow transportation objects (ie, horses, carts, dragon, griffins, boats, |
|
|
196 | etc.) Flying objects should probably ignore line of sight for most |
|
|
197 | objects (you are above the forest or mountains, but then fog should still |
|
|
198 | affect things). To do this, a terrain type value probably needs to be added, |
|
|
199 | and this acts a bitmask. Thus, transports compare bitmasks to see if |
|
|
200 | travel through that is allowed. |
|
|
201 | |
83 | |
202 | - Change identification handling. Possible idea is to have different levels |
84 | * 2007-01-14 21:15:58.605 Fiery, Wist's fervent pupil was hit by counterspell with counterspell attack. |
203 | of identification, with low level only showing basic information, and high |
85 | this is simply counterwall hitting monsters. but why does it happen? |
204 | level showing full detail. Skill identification should basically use this, |
|
|
205 | with the skill level determining actual level. Depending on level of |
|
|
206 | identification, different information may be revealed (value, face, |
|
|
207 | name, etc). |
|
|
208 | - Allow monsters to be randomly generated on a map without generators (ie, |
|
|
209 | orcs show up in forests or whatever.) Uses this as an option to use instead |
|
|
210 | of the existing random encounter code. |
|
|
211 | - Have monsters potentially attack others if they are damaged by a friend. |
|
|
212 | It looks like the code should already allow this, but I think the problem is |
|
|
213 | that monster reevaluate their objectives too often, and which time they |
|
|
214 | switch back to attacking the player. |
|
|
215 | - Allow treasure lists to be specified as part of the objects message |
|
|
216 | - Perhaps print out a message shortly before a spell effect is about to end. |
|
|
217 | - Rewrite all variables, using own typedefs of type: |
|
|
218 | [us]int8, [us]int16, [us]int32 : Variables that should be at least that |
|
|
219 | size (is there actually anything that needs to be precisely some size?) |
|
|
220 | These typedefs can be set depending on system type. |
|
|
221 | - If communication remains the same (keyword matches), |
|
|
222 | highlite the keywords or in some way make them more noticable so players |
|
|
223 | can know to use them. This is no worse than many commercial games which |
|
|
224 | give you just a few choices to choose from to continue a conversation. |
|
|
225 | - Statues turning into golems when activated (like doors). |
|
|
226 | - Figurine (when a figurine pet dies, it becomes a figurine, and can be reused) |
|
|
227 | |
86 | |
228 | - Ability to aim at targets not in the front row. This should apply for |
87 | * 2007-01-15 01:02:00.183 Query_cost: item {cnt:1636781,uuid:<1,a1f0f9ad>,name:"boulder",flags:[17],type:0}(on ?random/d8250dbd970319bd5f35fb4f2b9b46a9@44+34) hasn't got a valid type |
229 | most range attacks (thus, in a group of orcs, the ones not immediately |
88 | fix once and for all please. a) type 0 is valid b) maybe the boulder should have another type. |
230 | around the player could still use missile weapons.) |
|
|
231 | |
89 | |
232 | - Better sound support - instead of having hardcoded events for sounds (eg, |
90 | * animated weapons should come back to the player when he dies/disconnects? |
233 | button push, door open, etc), sounds should be tied to objects, with some |
91 | 2007-01-14 18:50:07 info: winvirus chats: Could you make it so if you have an |
234 | number of sound events (eg, object active, object destroyed, object moved, |
92 | animated weapon out and you disconnect, that it'd simply a) fall to the |
235 | objected attacked, repeat forever, random, etc). Information about how far |
93 | ground or b) return to your inv? Rather than disappearing into the void of |
236 | they can be heard (in spaces) should also be contained. When a sound is |
94 | nothingness. |
237 | played, then do a simple check to see nearby players, and if one is within |
|
|
238 | potential range, then check for intervening objects (walls). Walls would |
|
|
239 | have some dampening effect, counting for more spaces (something behind a |
|
|
240 | wall may sound 5 spaces further away.) |
|
|
241 | Exactly how to store the sound information would need to be investigated - |
|
|
242 | the cheapest in terms of memory would be something like how animations are |
|
|
243 | done - have a global array of the sound information. However, sound |
|
|
244 | information would be tied pretty closely to object types (eg, if the sound |
|
|
245 | info said its used for both apply and destroy, then if some other object |
|
|
246 | used that same info, it'd also get that apply and destroy behaviour). This |
|
|
247 | is probably good enough - one could make individual sound information |
|
|
248 | sequences for the individual parts if those were needed. |
|
|
249 | |
95 | |
250 | - Make the elevation of terrain adjust line of sight. If on the tallest |
96 | * mapinfo command should be handled asynchronously (cause it blocks the server) |
251 | mountain, you would be able to see over neighboring mountains and not |
|
|
252 | get your view blocked. |
|
|
253 | |
97 | |
254 | - Change attacktype handling. Currently, attacktypes are just bitmasks, |
98 | * 16:09 <@schmorp> eigetlich soltle world-overlay nahc world moven |
255 | so if a weapon does 'dam 30' it does 30 dam for all attacktypes it has |
99 | 16:09 <@schmorp> ende des themas |
256 | set. |
100 | 16:09 <@schmorp> und eigentlich soltlen dort alle leeren maps gelöscht werden |
257 | The idea is to make an array of dam values for the attacktype, so |
101 | 16:09 <@schmorp> so daß nur maps existieren, die overwirtes enthalten |
258 | you could have a weapon like 'phys 12, fire 6'. This then gets adjusted by |
102 | 16:09 <@schmorp> erinnert mich dran |
259 | appropriate resistances the creature has. |
|
|
260 | For attacktypes that are effects (slow, paralyze, etc) dam should be the |
|
|
261 | potency of the effect (number of ticks player is effected). |
|
|
262 | If an item has multiple dam values set, then it would do damage from all |
|
|
263 | the attacktypes (eg, a phys 10 fire 3 is something like a flameblade |
|
|
264 | which does mostly physical and a little fire). |
|
|
265 | |
103 | |
266 | - Improve material code: |
104 | * map converter |
267 | 1) Make material file more readable. Mostly, make it one entry per |
105 | elmex: because of the faces and all the other nice things - i guess |
268 | line (no comma seperated lists), with values 0 by default, so only |
106 | [HUH?? please specify or remove] |
269 | values that are different need to be entered. Maybe make materials |
|
|
270 | archtypes, and then use treasurelist type setup below? |
|
|
271 | 2) Remove random material selection from the material file and put it |
|
|
272 | elsewhere - basically, more fined grained material control (silver daggers, |
|
|
273 | but not silver axes for example). Perhaps the idea of material |
|
|
274 | type treasurelists? |
|
|
275 | 3) Remove material bitmask. Instead, have a pointer to the actual materialtype |
|
|
276 | struct, and determine basis on that (eg, this could burn up, etc). If |
|
|
277 | necessary, add some appropiates field to the material struct that |
|
|
278 | denote those abilities. |
|
|
279 | 4) Suffix to be used for alternative image names and animation sequence |
|
|
280 | for objects (eg, dagger.111.gold for example) |
|
|
281 | 5) Some way to denote that even though 'materialname' is set, that the loader |
|
|
282 | should still do appropriate adjustements for the material. Thus, if a |
|
|
283 | person sets the material in the editor, the server will adjust the values |
|
|
284 | appropriately. |
|
|
285 | 6) Allow for multiple materials in same object. Trickier to do this. |
|
|
286 | 7) More hints for materials. Eg, is it a notable material that should be |
|
|
287 | included in the object name, or mundane? Likewise, is it a type of material |
|
|
288 | that can be reconstituted (metals) or not (wood, stone, etc) |
|
|
289 | |
107 | |
290 | Improve exit/teleporter code. With tiled maps, it is now desirable to move |
108 | * implement no-drop-on-destroy flag (done) |
291 | monsters between those maps, so exits should be able to move monsters. Add |
109 | for example to remove the specialcases for books that are destroyed |
292 | bitmask/flag to exit to denote what it moves - players, monsters, or |
110 | and contain spells (should be done) |
293 | objects. |
|
|
294 | |
111 | |
295 | Add exp rewarder type object. It's basic properties: |
112 | * look at these logs: |
296 | 1) amount of exp to reward the player (stats.exp) |
113 | 2006-09-16 01:38:16 Got unknown value in map header: race human |
297 | 2) Skill to award the exp to (skill field) |
114 | 2006-09-16 01:37:33 invalid type defined in shopitems in string cloak:5;spellbook:35;ring:15;book:28;scroll:25;wand:28;armour improver:2;weapon improver:2;rod:32;potion:10;horn:35;amulet:17;power_crystal:25;gem:0;lamp:-10;*:-90; |
298 | 3) Flag to denote we should teach the player this skill if they don't |
115 | 2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6) |
299 | have it (can_use_skill flag?) In this way, rewarders could grant |
116 | 2007-01-15 02:46:23.746 winvirus has two money entries of (silvercoin) |
300 | skills to the player. |
117 | 2007-01-15 02:46:23.746 winvirus has two money entries of (goldcoin) |
301 | 4) Different ways to be activated (walk on/fly on, as well as it being |
118 | 2007-01-15 02:46:23.746 winvirus has two money entries of (platinacoin) |
302 | activated from something that 'pushes' it (aka, magic mouth, button, |
119 | 2007-01-15 02:46:23.745 winvirus has two money entries of (royalty) |
303 | etc)). In the case of another object activating it, the player |
|
|
304 | would still need to be on the space the object is on. |
|
|
305 | 5) Use the 'slaying' field to denote that if the player has a force in |
|
|
306 | his inventory by the same name, he doesn't get the reward, and if |
|
|
307 | they don't have such a force, we add one to the player (so you can't |
|
|
308 | get the same reward repeatedly). Use something like 'value' or |
|
|
309 | other field to denote how many ticks the force lasts for. If value |
|
|
310 | is zero, then force never expires |
|
|
311 | 6) Use nrof to denote how many times the reward works. Eg, if nrof |
|
|
312 | is 1, then once a player uses it, no one else can get that reward |
|
|
313 | until the map resets. |
|
|
314 | |
120 | |
315 | Secondary features: |
121 | * make sure custom keys get saved in same order as they are being loaded. |
316 | |
122 | |
317 | These are more features (low priority at that) to be added. Some of these |
123 | * wishlist: implement buildable "safe floors" for apartments. or make all aprtments safe and |
318 | may be related to items above, or they may be things that just would not |
124 | implement buildable non-safe floors. |
319 | add a lot to the game (IMO). |
|
|
320 | |
|
|
321 | - Flag so that there is a random chance that an object will or will not appear |
|
|
322 | on a map (this is perhaps better handled by treasurelists. Unfortunately, |
|
|
323 | treasurelists can not be set in the maps). |
|
|
324 | - Ability to have pixmaps set in maps or otherwise be able to load images |
|
|
325 | without having to rebuild the default images. |
|
|
326 | |
|
|