Difference for ./TODO from version 1.18 to 1.19


version 1.18 version 1.19
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 Future feature requests  Future feature requests
   
   - Change code so that if a player kills another player, he gets no
     exp.  Perhaps also log number of times a player has killed another player
     so problematic player killers can be more easily tracked.  This should
     be pretty simple, but is mostly here because I want to re-write the
     kill_player for the new skill code, and that should clean things up
     up a bit to make this code easier to put in.
   
   - Allow possibility of one players magic not harming another player (should
     probably be a flag/settings value) - given that most spells are large
     area of effect spells, this may make cooperative adventuring easier.
     However, this could be a little odd - if my friend it immune to my fireball,
     shouldn't I be immune to my fireball also?  But if that is allowed, you
     now have the case people could cast fireballs on themselves and hit a
     whole bunch of surrounding monsters.  Perhaps allow this no damage
     attribute based on different spells, eg, it could be argued that for bolt
     spells you'd aim it so that it doesn't hit your friend, but that same
     claim can't be made for fireballs.  Or maybe add something like the
     ability of spells to not take effect to some range, eg, 'cast lightning
     bolt range 6' or the like, in which case it goes 6 spaces before the
     lightning actually starts.
   
 - Move exp rewards you get for alchemy from being calculated by the program  - Move exp rewards you get for alchemy from being calculated by the program
   to being an attribute of the formula.    to being an attribute of the formula.
   
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   of oceans).  Also, add different LOS blocking for differing conditions -    of oceans).  Also, add different LOS blocking for differing conditions -
   if flying, jungles shouldn't block line of sight, but they still should    if flying, jungles shouldn't block line of sight, but they still should
   if your walking.  Also, add seperate blocking (pass) for monsters and    if your walking.  Also, add seperate blocking (pass) for monsters and
   players, eg, block_monster and block_player.    players, eg, block_monster and block_player.  What should probably be done
     is make this a bitmask or the like with multiple possiblities.  If the
     object doesn't have another bitmask set, object can't pass through.  For
     compatiblity reasons, no_pass should set all the new no_pass_.. bits.
   
 - Ability for stores to set different prices for goods (eg, remote store  - Ability for stores to set different prices for goods (eg, remote store
   charges more for the services it provides).    charges more for the services it provides).
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   have the spell to be inscribed part of the inscription command, eg    have the spell to be inscribed part of the inscription command, eg
   'inscribe scroll of identify'.    'inscribe scroll of identify'.
   
 - refine the NO_PASS attribute of objects - it should be possible to make  
   it so that you can't walk over some spaces, but you could fly over them.  
   There are other cases - water could perhaps require something like a  
   'water walking' skill.  What should probably be done is make this   
   a bitmask or the like with multiple possiblities.  If the object doesn't  
   have another bitmask set, object can't pass through.  For compatiblity  
   reasons, no_pass should set all the new no_pass_.. bits.  
   
 - If player tries to login with same name/password as a character currently  - If player tries to login with same name/password as a character currently
   active, drop the old connection and associate the player with the new     active, drop the old connection and associate the player with the new
   connection.  Useful if connection is dropped but server hasn't detected    connection.  Useful if connection is dropped but server hasn't detected
   it yet.    it yet.
   
 - Generalize the code better - split between 'rules' and 'engine'.  The engine  - Generalize the code better - split between 'rules' and 'engine'.  The engine
   would be the aspect of loading/saving objects, dealing with maps, and    would be the aspect of loading/saving objects, dealing with maps, and
   basic object support (exits, levers, etc - things useful for any working    basic object support (exits, levers, etc - things useful for any working


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line(s) changed
 line(s) added in v.1.19

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