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Comparing deliantra/server/TODO (file contents):
Revision 1.1 by root, Fri Feb 3 07:11:14 2006 UTC vs.
Revision 1.92 by root, Sun Aug 19 18:20:01 2007 UTC

1Various bits, in no particular order. This is far from a complete list - 1Here are listed some todos which should be looked into sometimes.
2however it keeps growing as various problems are discovered that
3don't have an easy fix. Some of the things are put here just so my mailbox
4doesn't overflow.
5 2
6------------------------------------------------------------------------------ 3http://stonewashed.net/sfx.html
7Known Bugs:
8 4
9These are things which don't work as expected, but are difficult enough to 5http://www.anthro.wayne.edu/museum/MuseumCollectionSummary/Pictures/Ren%20Cen/stoneware%20bottle.jpg
10fix that they get put here:
11 6
12Make lighting not go through walls. Maybe move it to the 'set_wall' 7* "You get the distinct feeling that <other> is nuts" actually appeared once.
13function - hard to do so that it is still somewhat efficient yet the same
14light source does not illuminate the same space multiple times.
15 8
16If a shop is placed in a random map (special map), the objects below the 9* prisondemadness in pod/books.pod ends in =head1 Order of the gravestone, rather mysteriously.
17shop wall stick around - normally not much a problem, unless it is placed
18in a glory hole (treasure level), in which case coins are now beneath the wall.
19 10
20Slaying is sloppy in that it uses strstr. This, an item that has 'slaying 11* IMPORTANT: the ex command does not properly filter cfpod.
21giant' (like holyword of mostrai) will kill ants. strstr matching was most
22likely added to support comma seperated slaying lists (slaying demon,undead).
23However, the code should really insist on exact matching, and if necessary
24break apart the comma seperated list. Probably best to make something like a
25'does_slay()' function which can be used all over the place (consistent
26behaviour is a good thing). If performance for this becomes an issue, making
27a slaying a set of pointers could be done (char **slaying), and it gets filled
28in at load time, and at save time, gets filled in the opposite direction.
29However, from a simple basis, a check in does_slay() can be done to see if
30slaying does contain a comma, and if not, just do simple strcmp, and only if
31it does does extra work need to be done. MSW 2003-03-28
32 12
13* diseases refer to their owner, keeping diseasd players alive needlessly.
33 14
34------------------------------------------------------------------------------ 15* for the future: adjust sp regenration in that way that it doesn't
35Future feature requests 16 regenrate when food is below < 200 (a magic constant)
36 17
37- Change code so that if a player kills another player, he gets no 18* IMPORTANT: create a no_drop flag and set it on the nexus (or somehow avoid
38 exp. Perhaps also log number of times a player has killed another player 19 stuff beig dropped on the teleporter there).
39 so problematic player killers can be more easily tracked. This should
40 be pretty simple, but is mostly here because I want to re-write the
41 kill_player for the new skill code, and that should clean things up
42 up a bit to make this code easier to put in.
43 20
44- Allow possibility of one players magic not harming another player (should 21* gcfclient wings books at <4kb of text. thansk a lot mr. stupid fucking idiot
45 probably be a flag/settings value) - given that most spells are large 22 crossfire developer who thinks that 4k is enough for everybody.
46 area of effect spells, this may make cooperative adventuring easier. 23 implement a workaround, either just telling people that their book
47 However, this could be a little odd - if my friend it immune to my fireball, 24 is winged or not sending it as book but as separate paragraphs or multiple
48 shouldn't I be immune to my fireball also? But if that is allowed, you 25 books. must be multiple paragraphs:
49 now have the case people could cast fireballs on themselves and hit a 26 /* 4096 is probably way overkill, but 1024 could very well be too small.
50 whole bunch of surrounding monsters. Perhaps allow this no damage
51 attribute based on different spells, eg, it could be argued that for bolt
52 spells you'd aim it so that it doesn't hit your friend, but that same
53 claim can't be made for fireballs. Or maybe add something like the
54 ability of spells to not take effect to some range, eg, 'cast lightning
55 bolt range 6' or the like, in which case it goes 6 spaces before the
56 lightning actually starts.
57 27
58- Refine blocking of spaces - instead of 'blocks all or nothing', ability 28* level 100 inscription with 4 kills: a single random_Scorll treasure
59 to block walking but not flying, block swimming (for future expansion 29 item in the ancient mages of forgotten town palace create
60 of oceans). Also, add different LOS blocking for differing conditions - 30 many *hundreds* of actual scrolls when instantiated?
61 if flying, jungles shouldn't block line of sight, but they still should
62 if your walking. Also, add seperate blocking (pass) for monsters and
63 players, eg, block_monster and block_player. What should probably be done
64 is make this a bitmask or the like with multiple possiblities. If the
65 object doesn't have another bitmask set, object can't pass through. For
66 compatiblity reasons, no_pass should set all the new no_pass_.. bits.
67 Note that these bits should also be extended for movement of more than
68 just the player, eg, spells, diseases, etc. Thus, you could have something
69 like a 'no spell propogation' space - players could still cast spells on
70 themselves, but range spells don't go anywhare.
71 31
72- Ability for stores to set different prices for goods (eg, remote store 3207:20:32 -cfbot:#cf- [Incen] that's odd. a pile of dust called "potion"
73 charges more for the services it provides). 3307:21:05 -cfbot:#cf- [Incen] it was dust of piercing vision
3407:21:20 -cfbot:#cf- [Lina] seems to happen when picked up and unidentified
3507:21:37 <schmorp> unidentified they are called potions?
3607:21:48 -cfbot:#cf- [Incen] ayup
3707:22:06 -cfbot:#cf- [Lina] dusts/potions/figurines/balms
74 38
75- dm command 'Follow' which lets him see what a player is doing, where he 39* totla invisibility is too hard to get. monsters should attack the
76 is going, etc. 40 player when hit by him or his spell anyways.
77 41
78- Further control on what players can do on maps/spaces. For example, 42* IMPORTANT: current server breaks all old cfplus clients due to partial transfers
79 prohibit players from shouting, attacking others, issuing tell,
80 etc.
81 43
82- Change inscription - instead of looking at range field of the player, 44* IMPORTANT: cnanot enter G<xxx|yyy> in chat/irc, as it gets expanded
83 have the spell to be inscribed part of the inscription command, eg
84 'inscribe scroll of identify'.
85 45
86- If player tries to login with same name/password as a character currently 46* grammar: 2007-07-05 08:46:07 msg: You open up deep wounds sandy with a brutal swipe.
87 active, drop the old connection and associate the player with the new
88 connection. Useful if connection is dropped but server hasn't detected
89 it yet.
90 47
91- Generalize the code better - split between 'rules' and 'engine'. The engine 48* is_animated is sometimes written twice when saving, because it must be off when
92 would be the aspect of loading/saving objects, dealing with maps, and 49 no animation is set. this does not work, of course, because later the flag is written again.
93 basic object support (exits, levers, etc - things useful for any working 50 should probably be fixed on load, not on save.
94 system). The 'rules' would be the more general genre of the game -
95 a science fiction game would have a different set of rules than the
96 fantasy game. And even the same genre may have a different ruleset
97 (ie, adding new skills). This is sort of like the current server/common
98 split, but goes a bit more than that - the engine would be able to compile
99 into an executable with the addition of some basic stub functions,
100 but playing as such would really just amount to a ghost moving accross
101 a world which time is pretty much stopped (as monsters would be in the
102 rules side, and not engine).
103- Changing the stat generation system - instead of roll based, give some
104 number of points. This makes it easier for players to choose what they
105 want to play - otherwise, I think some clients will be written that will
106 do this for the players in any case.
107- Change draw_info so that server tells client what type of message it is
108 instead of the color. Client can then decide what color to draw it
109 or other special handling.
110- Change code so that objects 'spill over' to other spaces if too many
111 get piled in one space.
112- More/better maps. Add more quest maps or maps to take advantage of
113 newer features (ie, church maps for each god, maps for alchemy quests
114 or with rare ingredients, etc)
115- Add some identifier for unique objects so that if the player that has
116 a unique objects quits the game, the object goes back into circulation.
117- Add flag to make price of objects not affected by charisma or other
118 abilities. This should act like gems do right now (pay 1.03, receive
119 0.97). In this way, gems don't have to be hardcoded, and other items
120 could be similarly set. Nuggets should be added to this list - its possible
121 to make small amounts of money alchemy silver and then selling the nuggets.
122- Add/change door handling - make them more real life - they stick around,
123 can be opened, closed, different keys for different doors, etc. This
124 sort of mimics the gate behaviour, except keys may need to open them, etc.
125 51
126- Add armor quality, with armor being damaged as it is used. Add repair 52* 20:09:34 -cfbot:#cf- Teufelhunden was killed by ball_lightning
127 shops to go with this. Uncertain if people really like this idea or not 53 obviously this should be the real name, not the arch name.
128 Further notes from mailing list:
129 Item has current quality rating - different items have different max
130 ratings - magic would increase its rating. ITem operates normally
131 when it has 50%+ of its quality. At less than 50%, item loses
132 functionality in a limited fashion (eg, multiply quality percentage
133 by two to determine effective abilities in terms of percentage.)
134 Item max qualities should be in the same range for most all items, so
135 that powerful items given to low level characters get dinged up just
136 as fast as their normal items.
137 Diminished effects would be handled in fix player.
138 Cost to repair based on how damage item is (100 = half cost,
139 0 = full cost). Items can be repaired on pro-rated basis. Repair
140 anvils would need to get added.
141 Items are damaged based on how much damage player takes - more
142 damaging attacks have higher chance to do item damage. Amount of
143 damage done to items might depend somewhat on damage done to player.
144 Acid attacks would be changed to use this same code - they just
145 always damage items at a much higher rate. Different ideas is that
146 chance of item damage is fixed, but amount done is based on damage
147 sustained. Other idea is that chance of damage is based on
148 real damage (percent, square root, other adjustments, perhaps
149 ignoring low values), but damage is somewhat constant.
150 Should probably be tunables in settings to determine amount of damage
151 done to item, and how often item is damaged.
152 54
153- Change players draining exp from others. Currently, there are problems 55* new players sometimes seem to lack statistics
154 in that it not adjusted based on levels, so there are various abuses
155 draining from low level characters. Also, generally it is not possibled
156 to drain exp from monsters. Possible ideas:
157 - Change draining from other players to be a ratio of levels (ie, a level
158 10 character draining from level 5 only gets half the exp.
159 - Ability to drain exp from monsters (might make drain weapons more
160 useful). Maybe have monster lose some portion of the exp he would
161 award when drained, and try to adjust level/other stats downward as
162 it looses exp?
163- Fix map loading/saving so it can do it over several ticks for smoother
164 performance (maybe thread it?)
165- Add adjustments to objects that adjusts chance of skill success.
166 Eg, objects the player use may adjust the characters effective level in
167 using a skill. Likewise, objects/monsters could have resistances to
168 certain skills (eg, skill_resist values).
169 56
170- Delete oldest swapped map in case the TMPDIR disk fills up while 57* 21:37:28 -cfbot:#cf- [Drakna] yeah see meditation heals but it eats up food. but if yoiu have no food you can still
171 swapping out a map. To do this, detection of error on save would need
172 to be done (presently, the fputs are done without return value checks.)
173
174- Seperate weapon speed and real speed for players - one is used for attacking
175 only, and the other for movement only. Right now, a characters real speed
176 could become the weapon speed when they attack something.
177 Make speed more variable for some actions (limit how much can be picked up
178 at once, certain skills should take longer than others.)
179- Make monster pick up more intelligent - only pick up items if they may be of
180 some use (perhaps base this on int - stupid monsters might pick up everything)
181- Add different dragon scales, in which different types of armor could be made
182 from.
183- Add random terrain type square. Idea being you might make something a
184 random tree, and when the map is loaded, it chooses a tree random. This
185 would allow some variation in maps each time with possibly keeping the bulk
186 of it the same (Depending how extensively the random trees are used.
187- Allow transportation objects (ie, horses, carts, dragon, griffins, boats,
188 etc.) Flying objects should probably ignore line of sight for most
189 objects (you are above the forest or mountains, but then fog should still
190 affect things). To do this, a terrain type value probably needs to be added,
191 and this acts a bitmask. Thus, transports compare bitmasks to see if
192 travel through that is allowed.
193 58
194- Change identification handling. Possible idea is to have different levels 59* IMPORTANT: client structures (ns) seem to never get released ever.
195 of identification, with low level only showing basic information, and high
196 level showing full detail. Skill identification should basically use this,
197 with the skill level determining actual level. Depending on level of
198 identification, different information may be revealed (value, face,
199 name, etc).
200- Allow monsters to be randomly generated on a map without generators (ie,
201 orcs show up in forests or whatever.) Uses this as an option to use instead
202 of the existing random encounter code.
203- Have monsters potentially attack others if they are damaged by a friend.
204 It looks like the code should already allow this, but I think the problem is
205 that monster reevaluate their objectives too often, and which time they
206 switch back to attacking the player.
207- Allow treasure lists to be specified as part of the objects message
208- Perhaps print out a message shortly before a spell effect is about to end.
209- Rewrite all variables, using own typedefs of type:
210 [us]int8, [us]int16, [us]int32 : Variables that should be at least that
211 size (is there actually anything that needs to be precisely some size?)
212 These typedefs can be set depending on system type.
213- If communication remains the same (keyword matches),
214 highlite the keywords or in some way make them more noticable so players
215 can know to use them. This is no worse than many commercial games which
216 give you just a few choices to choose from to continue a conversation.
217- Statues turning into golems when activated (like doors).
218- Figurine (when a figurine pet dies, it becomes a figurine, and can be reused)
219 60
220- Ability to aim at targets not in the front row. This should apply for 61* IMPORTANT: never-defined archetypes should be flagged as such and a suitable
221 most range attacks (thus, in a group of orcs, the ones not immediately 62 check fucntion should be designed - the same for empty treasurelists
222 around the player could still use missile weapons.) 63 and similar stuff.
223 64
224- Better sound support - instead of having hardcoded events for sounds (eg, 65* IMPORTANT: reloading archetypes should create copies of used archetypes, letting
225 button push, door open, etc), sounds should be tied to objects, with some 66 existing objects refer to the old archteypoes (for purposes of saving).
226 number of sound events (eg, object active, object destroyed, object moved, 67 UPDATE: this is done, but an upgrade of in-memory objects is highly
227 objected attacked, repeat forever, random, etc). Information about how far 68 advisable, as well as testing wether reloading actually works :)
228 they can be heard (in spaces) should also be contained. When a sound is
229 played, then do a simple check to see nearby players, and if one is within
230 potential range, then check for intervening objects (walls). Walls would
231 have some dampening effect, counting for more spaces (something behind a
232 wall may sound 5 spaces further away.)
233 Exactly how to store the sound information would need to be investigated -
234 the cheapest in terms of memory would be something like how animations are
235 done - have a global array of the sound information. However, sound
236 information would be tied pretty closely to object types (eg, if the sound
237 info said its used for both apply and destroy, then if some other object
238 used that same info, it'd also get that apply and destroy behaviour). This
239 is probably good enough - one could make individual sound information
240 sequences for the individual parts if those were needed.
241 69
242- Make the elevation of terrain adjust line of sight. If on the tallest 70* there is no "fire 0" to start firing on yourself as opposed to fire 5 etc. which starts
243 mountain, you would be able to see over neighboring mountains and not 71 firing into a specific direction. fire 0 only fires once (this is a bug, but most clients
244 get your view blocked. 72 move firing on yourself on non-shift-kp_5 because servers do not support the shifted
73 semantics).
245 74
246- Change attacktype handling. Currently, attacktypes are just bitmasks, 75* /morok_dun/mines1 n world_120_109 does not exist, but the other mine promises a quest
247 so if a weapon does 'dam 30' it does 30 dam for all attacktypes it has 76 there. be inventive.
248 set.
249 The idea is to make an array of dam values for the attacktype, so
250 you could have a weapon like 'phys 12, fire 6'. This then gets adjusted by
251 appropriate resistances the creature has.
252 For attacktypes that are effects (slow, paralyze, etc) dam should be the
253 potency of the effect (number of ticks player is effected).
254 If an item has multiple dam values set, then it would do damage from all
255 the attacktypes (eg, a phys 10 fire 3 is something like a flameblade
256 which does mostly physical and a little fire).
257 77
258- Improve material code: 78* 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()
259 1) Make material file more readable. Mostly, make it one entry per 79 sanctuary etc. hits lava-"ice" and kills it in the process. other stuff seems to not work as expected with sanctuary
260 line (no comma seperated lists), with values 0 by default, so only 80 hitting items it shouldn't.
261 values that are different need to be entered. Maybe make materials
262 archtypes, and then use treasurelist type setup below?
263 2) Remove random material selection from the material file and put it
264 elsewhere - basically, more fined grained material control (silver daggers,
265 but not silver axes for example). Perhaps the idea of material
266 type treasurelists?
267 3) Remove material bitmask. Instead, have a pointer to the actual materialtype
268 struct, and determine basis on that (eg, this could burn up, etc). If
269 necessary, add some appropiates field to the material struct that
270 denote those abilities.
271 4) Suffix to be used for alternative image names and animation sequence
272 for objects (eg, dagger.111.gold for example)
273 5) Some way to denote that even though 'materialname' is set, that the loader
274 should still do appropriate adjustements for the material. Thus, if a
275 person sets the material in the editor, the server will adjust the values
276 appropriately.
277 6) Allow for multiple materials in same object. Trickier to do this.
278 7) More hints for materials. Eg, is it a notable material that should be
279 included in the object name, or mundane? Likewise, is it a type of material
280 that can be reconstituted (metals) or not (wood, stone, etc)
281 81
282Improve exit/teleporter code. With tiled maps, it is now desirable to move 82* can users in theory steal the gems out of their snitchangel pet monsters?
283 monsters between those maps, so exits should be able to move monsters. Add 83 => the nodrop mechanism used for that should also disallow stealing.
284 bitmask/flag to exit to denote what it moves - players, monsters, or
285 objects.
286 84
287Add exp rewarder type object. It's basic properties: 85* bowmode should offer different capabilities given on level of user
288 1) amount of exp to reward the player (stats.exp) 86 (Leonov).
289 2) Skill to award the exp to (skill field)
290 3) Flag to denote we should teach the player this skill if they don't
291 have it (can_use_skill flag?) In this way, rewarders could grant
292 skills to the player.
293 4) Different ways to be activated (walk on/fly on, as well as it being
294 activated from something that 'pushes' it (aka, magic mouth, button,
295 etc)). In the case of another object activating it, the player
296 would still need to be on the space the object is on.
297 5) Use the 'slaying' field to denote that if the player has a force in
298 his inventory by the same name, he doesn't get the reward, and if
299 they don't have such a force, we add one to the player (so you can't
300 get the same reward repeatedly). Use something like 'value' or
301 other field to denote how many ticks the force lasts for. If value
302 is zero, then force never expires
303 6) Use nrof to denote how many times the reward works. Eg, if nrof
304 is 1, then once a player uses it, no one else can get that reward
305 until the map resets.
306 87
307Secondary features: 88* player_sold 1 still gets added to maps at some point, but server cnanot read it.
89 resolve the situation by either implementing it fully or removing it fully.
308 90
309These are more features (low priority at that) to be added. Some of these 91* climbing, meditating, levitating skills etc. should give you experience per use
310may be related to items above, or they may be things that just would not
311add a lot to the game (IMO).
312 92
313- Flag so that there is a random chance that an object will or will not appear 93* rewrite banish in perl (low priority)
314 on a map (this is perhaps better handled by treasurelists. Unfortunately,
315 treasurelists can not be set in the maps).
316- Ability to have pixmaps set in maps or otherwise be able to load images
317 without having to rebuild the default images.
318 94
95* nekosan snatches the fish, which stays in the playr inventory.
96 remove should automaticlaly send esrv_del_item, and nobody else should,
97 for inv items. same for ipo.
98
99* output-count and output-sync defaults *might* cause delay by one message
100 for new users.
101
102* 2007-02-03 03:49:06.010 loading /opt/crossfire/share/crossfire/maps//navar_city/city1houses (43970)
103 2007-02-03 03:49:06.011 Discarding object without arch: texas
104 2007-02-03 03:54:36.926 loading /opt/crossfire/share/crossfire/maps//navar_city/misc/city1mermaid (15753)
105 2007-02-03 03:54:36.926 Discarding object without arch: event_say
106
107* IMPORTANT:
108 entering instantiated random maps whose meta file is missing freezes the player.
109
110* random speed should result in randomised initial animation face.
111
112* example of why a player was kept alive long after having logged out.
113 those are probably in a player inventory.
114 2007-01-23 14:32:17.413 player-scheduler refcnt nulla 2,1 9,9
115 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)
116 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)
117 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)
118 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)
119 2007-01-23 14:31:40.825 owner: {cnt:1294661,uuid:<1,bd23c145>,name:"axe",flags:[17,111],type:15}(on (null)@1+1)
120 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)
121 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)
122 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)
123
124* 2007-01-15 03:17:33.547 victim (arch door_look_1, name ice) already dead in hit_player()
125 => use debug_desc
126 => find out whats causing it
127
128* training center (kobold etc.) does not stop working after 30-40min
129 but goes on for 2 hours _at least_.
130
131* /mlab/cwdccastleofmarquis3, goto and then charm => very very high cpu usage.
132 original crossfire: 100% cpu usage => freeze
133 after mapspace::update fix: 40%
134 after map protocol optimisation: 15%
135
136* 2007-01-14 21:15:58.605 Fiery, Wist's fervent pupil was hit by counterspell with counterspell attack.
137 this is simply counterwall hitting monsters. but why does it happen?
138
139* 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
140 fix once and for all please. a) type 0 is valid b) maybe the boulder should have another type.
141
142* animated weapons should come back to the player when he dies/disconnects?
143 2007-01-14 18:50:07 info: winvirus chats: Could you make it so if you have an
144 animated weapon out and you disconnect, that it'd simply a) fall to the
145 ground or b) return to your inv? Rather than disappearing into the void of
146 nothingness.
147
148* mapinfo command should be handled asynchronously (cause it blocks the server)
149
150* 16:09 <@schmorp> eigetlich soltle world-overlay nahc world moven
151 16:09 <@schmorp> ende des themas
152 16:09 <@schmorp> und eigentlich soltlen dort alle leeren maps gelöscht werden
153 16:09 <@schmorp> so daß nur maps existieren, die overwirtes enthalten
154 16:09 <@schmorp> erinnert mich dran
155
156* map converter
157 elmex: because of the faces and all the other nice things - i guess
158 [HUH?? please specify or remove]
159
160* implement no-drop-on-destroy flag (done)
161 for example to remove the specialcases for books that are destroyed
162 and contain spells (should be done)
163
164* look at these logs:
165 2006-09-16 01:38:16 Got unknown value in map header: race human
166 2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6)
167 2007-01-15 02:46:23.746 winvirus has two money entries of (silvercoin)
168 2007-01-15 02:46:23.746 winvirus has two money entries of (goldcoin)
169 2007-01-15 02:46:23.746 winvirus has two money entries of (platinacoin)
170 2007-01-15 02:46:23.745 winvirus has two money entries of (royalty)
171
172* make sure custom keys get saved in same order as they are being loaded.
173
174* wishlist: implement buildable "safe floors" for apartments. or make all apartments safe and
175 implement buildable non-safe floors.

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