version 1.21 | | version 1.22 |
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is make this a bitmask or the like with multiple possiblities. If the | | 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 | | 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. | | compatiblity reasons, no_pass should set all the new no_pass_.. bits. |
| | Note that these bits should also be extended for movement of more than |
| | just the player, eg, spells, diseases, etc. Thus, you could have something |
| | like a 'no spell propogation' space - players could still cast spells on |
| | themselves, but range spells don't go anywhare. |
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- 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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most range attacks (thus, in a group of orcs, the ones not immediately | | most range attacks (thus, in a group of orcs, the ones not immediately |
around the player could still use missile weapons.) | | around the player could still use missile weapons.) |
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- Ability to rename objects in your inventory. Best to probably handle | | |
this in the client - client can track the item of tag 1234 has name | | |
whatever. To do this, the tags would need to be persistent across | | |
server runs. This shouldn't be that difficult - store the tag in the | | |
save file, and also have a temp file the server writes its lasted used | | |
tag to. The only issue is potential of running out of tag values - | | |
its never been a problem because no server has ever been up long enough | | |
to exhaust 32 bits. However, if the last used tag value is stored away, | | |
it now becomes the total run time of the server - even if no instance is | | |
ever up for more than a week, the server itself could be up for a year | | |
and end up running out of tags. | | |
Note that by tags being persistent, other advantages arise - you can | | |
really know if player 'Mark' on the scorechart is the same or a | | |
different Mark than in the past, simply by storing the players tag. | | |
The client can also use these known tag values for other tracking | | |
purposes, like favorite lists. The only problem is that when objects | | |
merge, the correct update of the tag would need to be handled by the | | |
server and/or client. | | |
| | |
- Better sound support - instead of having hardcoded events for sounds (eg, | | - Better sound support - instead of having hardcoded events for sounds (eg, |
button push, door open, etc), sounds should be tied to objects, with some | | button push, door open, etc), sounds should be tied to objects, with some |
number of sound events (eg, object active, object destroyed, object moved, | | number of sound events (eg, object active, object destroyed, object moved, |
| | |
mountain, you would be able to see over neighboring mountains and not | | mountain, you would be able to see over neighboring mountains and not |
get your view blocked. | | get your view blocked. |
| | |
| | - Change attacktype handling. Currently, attacktypes are just bitmasks, |
| | so if a weapon does 'dam 30' it does 30 dam for all attacktypes it has |
| | set. |
| | The idea is to make an array of dam values for the attacktype, so |
| | you could have a weapon like 'phys 12, fire 6'. This then gets adjusted by |
| | appropriate resistances the creature has. |
| | For attacktypes that are effects (slow, paralyze, etc) dam should be the |
| | potency of the effect (number of ticks player is effected). |
| | If an item has multiple dam values set, then it would do damage from all |
| | the attacktypes (eg, a phys 10 fire 3 is something like a flameblade |
| | which does mostly physical and a little fire). |
| | |
| | - Improve material code: |
| | 1) Make material file more readable. Mostly, make it one entry per |
| | line (no comma seperated lists), with values 0 by default, so only |
| | values that are different need to be entered. Maybe make materials |
| | archtypes, and then use treasurelist type setup below? |
| | 2) Remove random material selection from the material file and put it |
| | elsewhere - basically, more fined grained material control (silver daggers, |
| | but not silver axes for example). Perhaps the idea of material |
| | type treasurelists? |
| | 3) Remove material bitmask. Instead, have a pointer to the actual materialtype |
| | struct, and determine basis on that (eg, this could burn up, etc). If |
| | necessary, add some appropiates field to the material struct that |
| | denote those abilities. |
| | 4) Suffix to be used for alternative image names and animation sequence |
| | for objects (eg, dagger.111.gold for example) |
| | 5) Some way to denote that even though 'materialname' is set, that the loader |
| | should still do appropriate adjustements for the material. Thus, if a |
| | person sets the material in the editor, the server will adjust the values |
| | appropriately. |
| | 6) Allow for multiple materials in same object. Trickier to do this. |
| | 7) More hints for materials. Eg, is it a notable material that should be |
| | included in the object name, or mundane? Likewise, is it a type of material |
| | that can be reconstituted (metals) or not (wood, stone, etc) |
| | |
Secondary features: | | Secondary features: |
| | |
These are more features (low priority at that) to be added. Some of these | | These are more features (low priority at that) to be added. Some of these |