Building - DONE
--------
- require within 10 levels of required skill in order to attempt, in other
words, in the event that a building requires 20 levels in masonry, require
that the builder has at least 10 levels of masonry to even try
- set a time requirement on all buildings based on the total number of
resources involved (all resources being equal)
- make skill checks when creating new site and again when starting the
construction
- do not tell players the results of the first set of checks, but when the
second checks are made, give them a time estimate
- failed checks increase time requirement by an equal percentage (all skills
are considered equal in this case, both first and second rounds)
- if all checks are failed, time to completion is doubled
- when building durability and decay are implemented, adjust this so the
first set of checks affects time and the second set affects actual
structural soundness
NOTE: The previous building system has been scrapped in favor of a more
better one :P Building is now restricted in the same way that regular
crafting is - you must have sufficient skill to learn the pattern before you
can manufacture.
Paper - 25% done
-----
- sheets of paper come in 3 sizes (small - 20 lines, medium - 40 lines,
large - 60 lines)
- items written onto any page are quantified as an array of the following
struct {
int type; // category of item, possibly bitmask?
string language; // common, dwarven, elven, magic, etc...
string contents; // text, player name, spell name, etc...
}
- categories include:
writing, signature, drawing, spell, skill, deed, license, and permit
- potentially (esp if content is a bitmask) allow for a counterfit flag and
for a 'closure' category or somesuch - cursed books execute code on the
readers? :P
- creating actual licenses and permits is a function of cities
- creating deeds to property is a function of the owner
- spells may be scribben onto any size sheet of paper to make a scroll
- however, in the case of scribing spells into pages of a book, spells have
a size requirement in lines - thus a book of short pages could never hold
any but the simplest of spells because we don't want content to span pages
(for sanity reasons)
- skills written into a book require 30 lines and give enough information
that a reader is able to 'memorize' the skill from the book and advance
from zero levels to one level
- skills must be written into books, licenses/deeds/permits may not
example:
given a medium length (40 line) page in a book, I may do the following:
> speak common
You will now use Common for reading and writing.
> write in book
You begin to write on page 1 of the book. Type ** or . to stop.
> Concentration is perhaps one of the most important skills that a mage or
> in fact anyone might possibly learn. The basic points to consider when
> learning to focus one's mind follow:
> .
You have written 3 lines onto page 1 of the book. There are 37 lines left.
> write magic.concentration in book
You have written the basic details of the skill 'magic.concentration' into
the book. There are now 7 lines remaining on this page.
> sign book
You sign page 1 of the book. There are 6 lines remaining.
> read book
You read page 1 of the book:
Concentration is perhaps one of the most important skills that a mage or
in fact anyone might possibly learn. The basic points to consider when
learning to focus one's mind follow:
Details on the skill magic.concentration have been written here.
This page has been signed by Allaryin (Sept 5, '04)
> memorize magic.concentration from book
You already know this skill.
Scroll Cases
------------
- allow people to carry a number of scrolls with them in a single item
- case is cyllindrical and takes a few seconds to add or remove a scroll
- only scrolls may be stored in these cases, probably?
- maximum of 10-20 scrolls per case
- case actually dests the scroll when placed inside and simply copies its
information into an array
- likewise, when a scroll is removed from the case, it is a freshly cloned
object
- examining the case will list the scrolls contained (by spell name)
Books
-----
- crafting books will require numerous pages (between 5 and 100) of blank
paper of identical size and other properties
- chances are that because this procedure is so much more complex than any
normal crafting, that an actual machine will be implemented to do the work
for players
- thus a bookbinding machine is a furniture crafting recipe
- perhaps they might have to craft the book cover separately and then use
it with the machine
example:
> use machine with red book cover and 9 sheets of medium paper
You insert the red book cover into the binding machine.
You flip a switch and the cover is clamped into place.
You insert 3 sheets of medium paper into the machine.
You a crank and a needle darts through the pages, stitching them to the
cover.
You insert 3 more sheets of medium paper into the machine.
You turn a crank and bind these pages to the cover as well.
You insert the last 3 sheets of medium paper into the machine.
Turning the crank a final time, you bind the last few pages are sewn into
place.
You flip the locking switch back into its original position and the thin
red book is released.
- when crafting the book cover, one will be asked for a title
- allow for writing onto the cover of a book as well (before it is bound,
treat the thing like a sheet of paper, ne?)
- once bound, the book will have id to its descriptive name as well as to
any title assigned to it when the cover was made
Deeds
-----
- title deeds are optional, it is possible to build an entire housing
development without writing up a single deed and still own all of your
property
- if the owner wants to pass ownership of a piece of property on, they must
write a deed (ie, 'write deed to shop on paper'), sign it, and hand it to
the new owner to sign
- deeds only require a minimum of 5 lines, but may be longer in the event
that the property in question is to be properly described
- once both signatures are on the paper, the property has changed hands
- am debating whether or not the deed is necessary after this point
- code is easier if we don't require the deed to maintain control of the
property (destroying a deed will not affect ownership)
- gameplay is much more realistic if we require the owner to now keep the
deed in a safe place (further signings on a deed will change ownership,
destruction of a deed puts it up for grabs perhaps?)
Addresses
---------
- in anticipation of some sort of delivery service, and in the better
interest of making deeds meaningful, we should allow people to put address
signs on their houses
- perhaps addresses are registered with a new sort of building: post office
- special sort of sign, street sign, gives the road a name?
- get the address sign from the registering office
Offer - DONE
-----
- needs to be completely divorced from on_prayer(string), on_offer(object)
- offering corpses should check for having been butchered, and for the race
of the object in question (cerina doesn't like human sacrifice, etc...)
- butcherable corpses should be worth the value of their parts - NOT DONE
- food, resources, crafted goods should all be valid offerings
- quantity of items should be considered in offerings - NOT DONE
- will still give small alignment changes
- will also practice faith and grant favor - large amounts of favor
Pray - 50% done
----
- no mana cost
- cost favor to pray, even when the prayer isn't answered
- requires a faith check in order to receive answers
- each prayer has a minimum faith level
- numerous 'undocumented' prayers that players are not informed of directly,
but which must be learned of from books and npc's
- skill entry in new tree
- when the god prayed to does not have an appropriate response to the prayer
offered but some other god -does- have a response to the question, players
with high faith might receive a tip ("psst, hey, i can't devour souls, but
you might want to try asking e'anna")
Bandage - old project, all but complete
-------
- stop bleeding (ot.firstaid skill check is applied to the amount of damage
left in the wound)
- any leftover healing goes toward normal hp at a 2:1 rate and is capped at
75% of the player's max hp
- bandages are 'used' on the wounded person and will not work during combat
- possibly allow tearing of shirts and cloaks into bandages as well as crafting
them from sheets of textiles
example:
(i have 50/100 hp and a 2 strength bleeder that has 40 points of damage left)
> use bandage on myself
You attempt to bind your wounds.
(25 on skill check, bleeder is down to 15 points)
The bleeding slows.
(bleeder goes off, i am down to 48 hp and bleeder is down to 13 points)
> use bandage on myself
You attempt to bind your wounds.
(30 on skill check, bleeder is exhausted with 17 points remaining)
The bleeding stops and you feel better.
(hp is healed up to 56, further bandagings could potentially heal me to 75)
Leather
-------
- when crafting leather, the size of individual pelts involved should matter
- each square of leather will require 4 size units of pelt
- if all pelts used have identical races, the leather will be described as
leather from the animal in question (ie 'wolf leather')
- if the pelts are not all from the same sort of animal, the leather will be
described as 'mixed'
- some recipes might require pure leather or even a specific type of leather
- some might also simply set their description based on what kind of leather
is used (ie, 'bearskin jacket')
Dragon
------
- make ai stop talking in says and use debug:dragon
- clean up combat action selections
- flee if terribly wounded (possibly via teleport to beacon)
- butcherable:
scales - 4 @ 50 difficulty
bones - 10 @ 70 difficulty
teeth - 4 @ 30 difficulty
claws - 4 @ 40 difficulty
meat - 20 @ 40 difficulty
blood - ??
- possibly do double or triple damage to knives when butchering?
Spell resistance
----------------
- each violent spell should give the victim a chance to resist
- query_resist_type() should return one of:
evade (agility), endure (physical), disbelieve (mental), none
- when the spell is finally cast, the victim and the attacker make opposed
skill checks to see whether or not the spell is resisted
- if the spell is resisted, execute on_resist() in the spell in stead of
on_cast()
Other magic stuff
-----------------
- allow each step of a spell to specify a skill involved in stead of simply
alternating between mana and spellcraft
- allow meditation on a particular magic or knowledge skill
- allow for on_interrupt() events in spells in case we want custom reactions
to interruption... ;)
Party objects
-------------
- central party daemon
- new parties are named
- each party member receives a little banner item (more like a teeny flag)
- steal all 3k/discworld features
- autoassist (toggle)
- somehow try to implement formation/rows
- require accept/reject on invites
- autofollow the leader and leader autofollows each person recruited
- chance to share skill practices with other members (50% - 5% per person in
group beyond 2, so in a 5 man party, there is a 35% chance of sharing pracs,
to a minimum of 5% chance at max party size of 8)
- allow certain spells to target parties
- if the leader quits, leadership is transferred to the next person in the list
- parties are persistant until everyone involved logs out (ie, there is nobody
left online to choose as a new leader)
- chat history
Spellcaster form - 50% done
----------------
- no melee attacks, is unarmed or holding a staff
- reaction attempts to counter spells
- pre-req: spells must be resistable first
- also allow for dodging and parrying (if a staff is held)
- possibly allow for setting of individual bolt spells as actions
Archer form
-----------
- no melee, only shooting
- reaction to dodge melee and counter missile/spell attacks
- possibly have several different basic attack actions
- also possibly have an action that does nothing more than get in place
Archery
-------
- two strengths of bow (short and long) requiring different amounts of strength
- both will have a range of an entire room
- need to consider line of sight somehow
- los = is there a walkable path between the two points that is equal in
distance to the sum of the difference of the points' x and y coords?
- hold bow in both hands
- pre-req: items that are held in both hands
- must be wearing a quiver (back and belt models perhaps)
- arrows will be drawn and shot from the first worn quiver in inventory
- wc of attack = weapon wc + arrow wc
- shoot command to manually point an arrow (specific arrow from anywhere in
one's inventory) at a specific target
Weaver form - BACKBURNER
-----------
- magic.weaving
- unravel, magical attack for no mana that requires only 500 readiness, low
damage to hp and mana of target, ranged attack, very difficult to resist
- deflect, magical reaction for low mana that attempts to block physical
attacks
Psion form - BACKBURNER
----------
- magic.psionics
- basic mind blast attack costs mana (of which psions have loads)
- other attacks to deteriorate the victim's stats
- reaction to dodge physical attacks
- reaction to counter psionic attacks
- reaction to try to deflect planar magic
Critters
--------
- giant ant (southeast) - warrior, drone, queen, larva
- basilisk (way west)
- bat (everywhere) - ok, so they're not new
- giant centipede (east)
- lion (east, along the road)
- giant lizard - biped and quadroped
- owlbear (forest east of orcdom)
- giant scorpion (west) - large and huge
- snake - rattler (desert), viper and constrictor (forest)
- giant spider (nest se of ch) - medium, large, huge
- giant wasp (close to town)
- sandworm - not dune sized
- goblins (in a cave close to town)
- halfling bandits (along the roads)
- orcish bandits (in the woods)
- stirge (woods)
- bees (in woods) - regular size
- also need to make flowers
- other woods animals: badger, squirrel, songbirds, owls
- other desert animals: hawks, mice, coyote
- animals in town: rats, songbirds
Food
----
- make animals produce more realistic quantities of meat
- especially domesticated animals
- pre-req: domestication
- make different types of dishes give different buffing effects
- spices regulate body temperature (comfort) and increase max endurance
- salt slows hunger rate but increases thirst
- dairy improves mana regen
- grain improves readiness
- meat gives animal-related stat modifiers (+ and -)
- fruits give magical stat boosts (rare penalties)
- alcohol boosts str/con/end and decreases dex/spd/mental (and others?)
- veggies have no penalties and give ac bonuses
- sugar slows hunger, increases readiness, decreases max mana
- food effects combine/interfere with each other
- two bonuses of the same type don't necessarily stack? shrug
- effects wear off individually
- gradual consumption of large food items?
- preservation
New crafting recipes
--------------------
- recipes that use bone, carapace, stone, and obsidian/glass
- these are not repairable items
Summons
-------
- numerous spells for summoning of elemental spirits
- name generator, spirits are unique, save data
- when calling a spirit w/o specifying a name, the next available extant spirit
is called - or a new one is created if no spares exist
- spirits grow in power with time
- loyalty increases with the amount of time a spirit spends with the caster
- eventually summons will answer to only one master
- spirits of sufficient loyalty may be instructed to permenantly inhabit an
item, thus eliminating the possibility of ever summoning them again except
perhaps... by disjunctioning the item, which would release the spirit but
also damage them in the process (half level and reduced loyalty)
Rogue abilities - BACKBURNER
---------------
- hide, must be adjacent to a tree or building, chance of not appearing in the
room
- palm, get an item silently
- slip, give/drop an item silently (trust required)
- plant, put an item on somebody silently and without consent
- sneak, walk around room silently
- ambush, attack with any weapon on unsuspecting foe to start fight with
an essentially guaranteed hit that ignores armour (10 endurance)
- backstab, attack unsuspecting foe with a light piercing melee weapon for
2-4x wc and a chance to ignore armour at higher levels (20 endurance)
- circle, attempt to get behind an enemy during combat and try to backstab
(10 endurance + backstab)
- pick, open key-based lock (tools required)
- crack, open combination lock (tools not required, but helpful)
- steal, take something from somebody else
- snatch, smash and grab, guaranteed detection but much higher chance of
actually getting the item
- shoplift, steal something from a container in a store (shop crate, etc...)
very difficult if you can't actually walk up to the crate, but still doable
- shopkeepers will remember thieves and will refuse to do business with them,
eventually calling toughs to escort the bum outside
- peek, examine somebody and potentially their inventory silently
Rim's Tavern
------------
- give rim chat ai from witac barber
- need to write dwarven/scottish accent :P
- alcohol
- mead, ale, wine, whiskey
- code up tim
- orc racial object
- chat ai like rim's only different accent (orcish/frenski)
- have tim actually cook, clean, and brew (and play bouncer)
i-space
-------
- that's i-space, spelled with the greek letter iota and pronounced like the
roman letter i (stands for imaginary as in complex numbers)
- spell creates a pocket dimension and binds it to a ring
- magical quality of ring affects maximum capacity of bubble that can be
created
- order spell
- second spell allows binding of the same i-space bubble to an additional
ring
- if a ring is broken it becomes unable to access the bubble
- if all rings become broken then the bubble is destroyed and its contents are
lost
- manipulate pocket via open, close, get, and put commands
- require mana in order to perform any manipulations
- open pocket is possible to steal from (terribly high difficulty :P)
Fatigue spell
-------------
- chaos spell
- direct damage to victim's endurance
- attribute to garvin in help file
Create food/drink spell
-----------------------
- faith spell, earth mana
- conjure up little manna/lembas type wafers or water into a container
- possibly at very high levels allow creating the little nectar items
- food crafted in such a way disappears if not eaten very quickly
Disjunction spell
-----------------
- pure mana spell
- destroy an object for 5-10 mana, absorbing its natural mana into oneself
- magical items have more mana to them, but are harder to disjoin
Dispel spell
------------
- pure mana spell, heavy ma.te.abjuring component
- cancel an extant magical effect, all-purpose cancellation spell
- requires competetive spellcraft check with the original caster's power
level to successfully dispel
- some magic may have side-effects when dispelled
- all dispellable objects should have on_dispel()
Purify spell
------------
- faith spell, water mana
- remove poison from a target, living or inanimate (food, weapon)
- probably would like to be able to poison knives and food first, so this
gets to wait until after alchemy
Drain spell
-----------
- dark mana
- suck mana from victim, potentially killing them...
- evil, forbidden, etc...
(Un)holy word spell
-------------------
- faith spell, order mana
- area affect vs entire enemy party
- alignment-based, not holy wc
Crafting tools - 75% done
--------------
- require tools for most recipes
- two kinds of tools: held and furniture
- these would be added to the recipe in another field (tool) and would be
listed appropriately on the recipe command
- tools would take damage but will not generally be consumed in crafting
Poker
-----
- basic 5 card draw, no wilds
- have game table control betting?
- custom suits?
Dice - DONE
----
- easily crafted from wood
- require kn.math skill to create more complex dice than d6
Alchemy
-------
- numerous ingredients
- pre-req: more butchering products, more plants
- allow for experimentation
- several different skills involved for different sorts of actions (grind,
crush, chop, melt, infuse, boil, brew, mix, cook, cool, freeze, etc...)
- certain potions will require certain types of containers, ie, they react
with certain materials and should not be stored in them if the user does
not want them to become toxic ;)
- numerous interesting failure results
Dest Tool
---------
- universal player nuke toy for wizards
- put scripts in ~/dest
- convert the monkeydest
- write kanji, nuke, c, meteor, slot machine, pinball, and chicken dests
Mail - old project
----
- mysql with web front-end
- folders
- potential for very silly email gateway? curious...
Nolife - old project
------
- rewrite the bloomin thing again... (4th time's the charm?)
- store data in a mapping of arrays of structs
([ "name": ({ d1, d2, ..., d7 }) ])
- data array is one entry per day of the week
- track dates on records
- report total player/wiz time
- bring back cryo and idle monitor