Difference for ./TODO from version 1.16 to 1.17


version 1.16 version 1.17
Line 88
 
Line 88
 - Add/change door handling - make them more real life - they stick around,  - Add/change door handling - make them more real life - they stick around,
   can be opened, closed, different keys for different doors, etc.  This    can be opened, closed, different keys for different doors, etc.  This
   sort of mimics the gate behaviour, except keys may need to open them, etc.    sort of mimics the gate behaviour, except keys may need to open them, etc.
   
 - Added armor quality, with armor being damaged as it is used.  Add repair  - Added armor quality, with armor being damaged as it is used.  Add repair
   shops to go with this.  Uncertain if people really like this idea or not    shops to go with this.  Uncertain if people really like this idea or not
     Further notes from mailing list:
     Item has current quality rating -  different items have different max
     ratings - magic would increase its rating.  ITem operates normally
     when it has 50%+ of its quality.  At less than 50%, item loses
     functionality in a limited fashion (eg, multiply quality percentage
     by two to determine effective abilities in terms of percentage.)
     Item max qualities should be in the same range for most all items, so
     that powerful items given to low level characters get dinged up just
     as fast as their normal items.
     Diminished effects would be handled in fix player.
     Cost to repair based on how damage item is (100 = half cost,
     0 = full cost).  Items can be repaired on pro-rated basis.  Repair
     anvils would need to get added.
     Items are damaged based on how much damage player takes - more
     damaging attacks have higher chance to do item damage.  Amount of
     damage done to items might depend somewhat on damage done to player.
     Acid attacks would be changed to use this same code - they just
     always damage items at a much higher rate.  Different ideas is that
     chance of item damage is fixed, but amount done is based on damage
     sustained.  Other idea is that chance of damage is based on
     real damage (percent, square root, other adjustments, perhaps
     ignoring low values), but damage is somewhat constant.
     Should probably be tunables in settings to determine amount of damage
     done to item, and how often item is damaged.
   
 - Change players draining exp from others.  Currently, there are problems  - Change players draining exp from others.  Currently, there are problems
   in that it not adjusted based on levels, so there are various abuses    in that it not adjusted based on levels, so there are various abuses
   draining from low level characters.  Also, generally it is not possibled    draining from low level characters.  Also, generally it is not possibled


Legend:
line(s) removed in v.1.16 
line(s) changed
 line(s) added in v.1.17

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