ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/TODO
(Generate patch)

Comparing deliantra/server/TODO (file contents):
Revision 1.5 by root, Sat Sep 16 13:11:19 2006 UTC vs.
Revision 1.138 by root, Wed May 7 19:19:09 2008 UTC

12006-09-16 01:38:16 17 objects in mortal queue 1Here are listed some todos which should be looked into sometimes.
22006-09-16 01:38:16 Got unknown value in map header: race human
32006-09-16 01:37:42 BUG: remove_ob(): name pedestal, archname pedestal destroyed leaving object
42006-09-16 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;
52006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6)
6 2
7requirements need to be dcoumented: json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map) 3* lone-town shops say "no shop nearby" with use_skill bargaining.
8 4
9Various bits, in no particular order. This is far from a complete list - 5* off-by-one bug in c_object.C:command_take w.r.t. MAX_ITEM_PER_DROP
10however it keeps growing as various problems are discovered that
11don't have an easy fix. Some of the things are put here just so my mailbox
12doesn't overflow.
13 6
14------------------------------------------------------------------------------ 7* *sigh*
15Known Bugs: 8 2008-05-06 20:02:47.5317 Fixed inventory in Kyle2 (704170 -> 704172)
9 _after_ the weight update fix
16 10
17These are things which don't work as expected, but are difficult enough to 11* unique items in maps not handled correctly: server should remember wether a unique
18fix that they get put here: 12 file was written and force it to be written again, even if empty.
19 13
20Make lighting not go through walls. Maybe move it to the 'set_wall' 14* 2008-05-06 19:14:12.5927 Map darkness for popadom on /onefang/AntFarm/AntFarm9 is too high (6)
21function - hard to do so that it is still somewhat efficient yet the same
22light source does not illuminate the same space multiple times.
23 15
24If a shop is placed in a random map (special map), the objects below the 16* can't move onto navar harbour piers when levitating.
25shop wall stick around - normally not much a problem, unless it is placed
26in a glory hole (treasure level), in which case coins are now beneath the wall.
27 17
28Slaying is sloppy in that it uses strstr. This, an item that has 'slaying 18* drakkar pking system assumed to be well-balanced: any documentation?
29giant' (like holyword of mostrai) will kill ants. strstr matching was most 19
30likely added to support comma seperated slaying lists (slaying demon,undead). 20* tutorial in client
31However, the code should really insist on exact matching, and if necessary 2118:24:32 <qwe> just a note
32break apart the comma seperated list. Probably best to make something like a 2218:25:19 <qwe> about the inscription change, the tutorial have to be update, since I
33'does_slay()' function which can be used all over the place (consistent 23 was reading it (by then) to get what was wrong and the instructions
34behaviour is a good thing). If performance for this becomes an issue, making 24 there are outdated.
35a slaying a set of pointers could be done (char **slaying), and it gets filled 25
36in at load time, and at save time, gets filled in the opposite direction. 26* ridify us from FLAG_NO_FIX_PLAYER by replacing it by a more generic flag or
37However, from a simple basis, a check in does_slay() can be done to see if 27 simply by dropping it.
38slaying does contain a comma, and if not, just do simple strcmp, and only if 28
39it does does extra work need to be done. MSW 2003-03-28 29* important: mobs can cross shop-boundaries using shopmats. this must not be :/
30
31* drop all and get all will result in trying to pick up yourself
32 (likely harmless)
33
34* IMPORTANT: create bomb, take it (owner gets cleared), bomb expldoes in inventory => harms players b/c no owner
35
36* vanessa kept active because of:
37 owner of: {cnt:1122393,uuid:<1.26f992059>,name:"spear",flags:[17,24,111],type:15}(on <freed objects map>@1+1)
38 owner of: {cnt:961349,uuid:<1.26f96ab45>,name:"throwing dagger",flags:[17,24,111],type:15}(on <freed objects map>@1+1)
39 -> owner probably got set somehow after destruction, but how... (must be sth,. with thrown ob).
40
41* dragon cannot apply ipo writing pen (lack the body), but use skill fine
42
43http://stonewashed.net/sfx.html
44
452007-09-23 02:41:37.7100 name sand, arch pstone_1, type 0 with fly/walk on/off not handled in move_apply()
462007-09-23 02:41:37.7101 name bench, arch bench_2_1_1, type 0 with fly/walk on/off not handled in move_apply()
472007-09-23 02:41:37.8285 name bench, arch bench_2_1_1, type 0 with fly/walk on/off not handled in move_apply()
482007-09-23 02:41:37.8297 name bench, arch bench_2_1_1, type 0 with fly/walk on/off not handled in move_apply()
49
50http://www.anthro.wayne.edu/museum/MuseumCollectionSummary/Pictures/Ren%20Cen/stoneware%20bottle.jpg
51
522007-08-21 18:38:41.9104 [ABT] [server_tick()] /localvol/root/src/cf.schmorp.de/server/server/main.C:500
532007-08-21 18:38:41.9103 [ABT] [process_events()] /localvol/root/src/cf.schmorp.de/server/server/main.C:275
542007-08-21 18:38:41.9103 [ABT] [process_players1] /localvol/root/src/cf.schmorp.de/server/server/main.C:245
552007-08-21 18:38:41.9103 [ABT] [handle_newcs_player(object*)] /localvol/root/src/cf.schmorp.de/server/server/player.C:2271
562007-08-21 18:38:41.9102 [ABT] [??] /localvol/root/src/cf.schmorp.de/server/socket/loop.C:106
572007-08-21 18:38:41.9102 [ABT] [std::deque<command, slice_allocator<command> >::pop_front()] /usr/include/c++/4.1.3/bits/stl_deque.h:1059
582007-08-21 18:38:41.9102 [ABT] [player_apply(object*, object*, int, int)] /localvol/root/src/cf.schmorp.de/server/server/apply.C:2612
592007-08-21 18:38:41.9102 [ABT] [manual_apply(object*, object*, int)] /localvol/root/src/cf.schmorp.de/server/server/apply.C:2509
602007-08-21 18:38:41.9102 [ABT] [apply_special(object*, object*, int)] /localvol/root/src/cf.schmorp.de/server/server/apply.C:3145
612007-08-21 18:38:41.9102 [ABT] [object::change_weapon(object*)] /localvol/root/src/cf.schmorp.de/server/common/object.C:506
622007-08-21 18:38:41.9101 [ABT] [LOG(int, char const*, ...)] /localvol/root/src/cf.schmorp.de/server/common/logger.C:60
632007-08-21 18:38:41.9101 [ABT] [log_backtrace(char const*)] /localvol/root/src/cf.schmorp.de/server/server/./cfperl.xs:1126
642007-08-21 18:38:41.9100 [ABT] 2007-08-21 18:38:41.5967 Hanke changed to unapplied weapon {cnt:3617314,uuid:<1.22acc8d86>,name:"generic builder",flags:[29,80,98],type:160}(on ~Hanke/brest/apartments/brest_town_house@11+21)rpse
652007-08-21 18:38:41.5967 Hanke changed to unapplied weapon {cnt:3617314,uuid:<1.22acc8d86>,name:"generic builder",flags:[29,80,98],type:160}(on ~Hanke/brest/apartments/brest_town_house@11+21)
40 66
41 67
42------------------------------------------------------------------------------ 68* prisondemadness in pod/books.pod ends in =head1 Order of the gravestone, rather mysteriously.
43Future feature requests
44 69
45- Change code so that if a player kills another player, he gets no 70* for the future: adjust sp regenration in that way that it doesn't
46 exp. Perhaps also log number of times a player has killed another player 71 regenrate when food is below < 200 (a magic constant)
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 72
52- Allow possibility of one players magic not harming another player (should 73* level 100 inscription with 4 kills: a single random_Scorll treasure
53 probably be a flag/settings value) - given that most spells are large 74 item in the ancient mages of forgotten town palace create
54 area of effect spells, this may make cooperative adventuring easier. 75 many *hundreds* of actual scrolls when instantiated?
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 76
66- Refine blocking of spaces - instead of 'blocks all or nothing', ability 7707:20:32 -cfbot:#cf- [Incen] that's odd. a pile of dust called "potion"
67 to block walking but not flying, block swimming (for future expansion 7807:21:05 -cfbot:#cf- [Incen] it was dust of piercing vision
68 of oceans). Also, add different LOS blocking for differing conditions - 7907:21:20 -cfbot:#cf- [Lina] seems to happen when picked up and unidentified
69 if flying, jungles shouldn't block line of sight, but they still should 8007:21:37 <schmorp> unidentified they are called potions?
70 if your walking. Also, add seperate blocking (pass) for monsters and 8107:21:48 -cfbot:#cf- [Incen] ayup
71 players, eg, block_monster and block_player. What should probably be done 8207:22:06 -cfbot:#cf- [Lina] dusts/potions/figurines/balms
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 83
80- Ability for stores to set different prices for goods (eg, remote store 84* totla invisibility is too hard to get. monsters should attack the
81 charges more for the services it provides). 85 player when hit by him or his spell anyways.
82 86
83- dm command 'Follow' which lets him see what a player is doing, where he 87* 21:37:28 -cfbot:#cf- [Drakna] yeah see meditation heals but it eats up food. but if yoiu have no food you can still
84 is going, etc.
85 88
86- Further control on what players can do on maps/spaces. For example, 89* there is no "fire 0" to start firing on yourself as opposed to fire 5 etc. which starts
87 prohibit players from shouting, attacking others, issuing tell, 90 firing into a specific direction. fire 0 only fires once (this is a bug, but most clients
88 etc. 91 move firing on yourself on non-shift-kp_5 because servers do not support the shifted
92 semantics).
89 93
90- Change inscription - instead of looking at range field of the player, 94* /morok_dun/mines1 n world_120_109 does not exist, but the other mine promises a quest
91 have the spell to be inscribed part of the inscription command, eg 95 there. be inventive.
92 'inscribe scroll of identify'.
93 96
94- If player tries to login with same name/password as a character currently 97* 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()
95 active, drop the old connection and associate the player with the new 98 sanctuary etc. hits lava-"ice" and kills it in the process. other stuff seems to not work as expected with sanctuary
96 connection. Useful if connection is dropped but server hasn't detected 99 hitting items it shouldn't.
97 it yet.
98 100
99- Generalize the code better - split between 'rules' and 'engine'. The engine 101* can users in theory steal the gems out of their snitchangel pet monsters?
100 would be the aspect of loading/saving objects, dealing with maps, and 102 => the nodrop mechanism used for that should also disallow stealing.
101 basic object support (exits, levers, etc - things useful for any working
102 system). The 'rules' would be the more general genre of the game -
103 a science fiction game would have a different set of rules than the
104 fantasy game. And even the same genre may have a different ruleset
105 (ie, adding new skills). This is sort of like the current server/common
106 split, but goes a bit more than that - the engine would be able to compile
107 into an executable with the addition of some basic stub functions,
108 but playing as such would really just amount to a ghost moving accross
109 a world which time is pretty much stopped (as monsters would be in the
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.
133 103
134- Add armor quality, with armor being damaged as it is used. Add repair 104* bowmode should offer different capabilities given on level of user
135 shops to go with this. Uncertain if people really like this idea or not 105 (Leonov).
136 Further notes from mailing list:
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.
160 106
161- Change players draining exp from others. Currently, there are problems 107* player_sold 1 still gets added to maps at some point, but server cnanot read it.
162 in that it not adjusted based on levels, so there are various abuses 108 resolve the situation by either implementing it fully or removing it fully.
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).
177 109
178- Delete oldest swapped map in case the TMPDIR disk fills up while 110* climbing, meditating, levitating skills etc. should give you experience per use
179 swapping out a map. To do this, detection of error on save would need
180 to be done (presently, the fputs are done without return value checks.)
181
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.
201 111
202- Change identification handling. Possible idea is to have different levels 112* rewrite banish in perl (low priority)
203 of identification, with low level only showing basic information, and high
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)
227 113
228- Ability to aim at targets not in the front row. This should apply for 114* 2007-02-03 03:49:06.010 loading /opt/crossfire/share/crossfire/maps//navar_city/city1houses (43970)
229 most range attacks (thus, in a group of orcs, the ones not immediately 115 2007-02-03 03:49:06.011 Discarding object without arch: texas
230 around the player could still use missile weapons.) 116 2007-02-03 03:54:36.926 loading /opt/crossfire/share/crossfire/maps//navar_city/misc/city1mermaid (15753)
117 2007-02-03 03:54:36.926 Discarding object without arch: event_say
231 118
232- Better sound support - instead of having hardcoded events for sounds (eg, 119* IMPORTANT:
233 button push, door open, etc), sounds should be tied to objects, with some 120 entering instantiated random maps whose meta file is missing freezes the player.
234 number of sound events (eg, object active, object destroyed, object moved,
235 objected attacked, repeat forever, random, etc). Information about how far
236 they can be heard (in spaces) should also be contained. When a sound is
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.
249 121
250- Make the elevation of terrain adjust line of sight. If on the tallest 122* random speed should result in randomised initial animation face.
251 mountain, you would be able to see over neighboring mountains and not
252 get your view blocked.
253 123
254- Change attacktype handling. Currently, attacktypes are just bitmasks, 124* training center (kobold etc.) does not stop working after 30-40min
255 so if a weapon does 'dam 30' it does 30 dam for all attacktypes it has 125 but goes on for 2 hours _at least_.
256 set.
257 The idea is to make an array of dam values for the attacktype, so
258 you could have a weapon like 'phys 12, fire 6'. This then gets adjusted by
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).
265 126
266- Improve material code: 127* 2007-01-14 21:15:58.605 Fiery, Wist's fervent pupil was hit by counterspell with counterspell attack.
267 1) Make material file more readable. Mostly, make it one entry per 128 this is simply counterwall hitting monsters. but why does it happen?
268 line (no comma seperated lists), with values 0 by default, so only
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)
289 129
290Improve exit/teleporter code. With tiled maps, it is now desirable to move 130* animated weapons should come back to the player when he dies/disconnects?
291 monsters between those maps, so exits should be able to move monsters. Add 131 2007-01-14 18:50:07 info: winvirus chats: Could you make it so if you have an
292 bitmask/flag to exit to denote what it moves - players, monsters, or 132 animated weapon out and you disconnect, that it'd simply a) fall to the
293 objects. 133 ground or b) return to your inv? Rather than disappearing into the void of
134 nothingness.
294 135
295Add exp rewarder type object. It's basic properties: 136* 16:09 <@schmorp> und eigentlich soltlen dort alle leeren maps gelöscht werden
296 1) amount of exp to reward the player (stats.exp) 137 16:09 <@schmorp> so daß nur maps existieren, die overwirtes enthalten
297 2) Skill to award the exp to (skill field) 138 16:09 <@schmorp> erinnert mich dran
298 3) Flag to denote we should teach the player this skill if they don't
299 have it (can_use_skill flag?) In this way, rewarders could grant
300 skills to the player.
301 4) Different ways to be activated (walk on/fly on, as well as it being
302 activated from something that 'pushes' it (aka, magic mouth, button,
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.
314 139
315Secondary features: 140* 2008-05-06 19:33:55.7403 shop_specialisation_ratio: passed an item with an invalid type
141 (improve message)
316 142
317These are more features (low priority at that) to be added. Some of these
318may be related to items above, or they may be things that just would not
319add a lot to the game (IMO).
320 143
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines