version 1.18 | | version 1.19 |
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Future feature requests | | Future feature requests |
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| | - 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). |
| | |
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. |
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- 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 |