************* TO DO ************* -convert kaioken, fly, etc to affect skills (done) -use automated skill code in skill_table -need a cancel command -to turn off affects "cancel flying" -waterbreathing, swimming skill -signal handling doesnt work (generates a huge text file) -removed, but should fix -add in all the finishing moves -change so can only pkill when you have a pkill flag (??) -slain counter, for ppl recently killed (cant get pkilled again) (??) -custom ki attacks -everyone can have one -have 'personal attack' skill -can change it...choose from attack type, colour, etc -objects: need powerlevel themselves? -save powerlevel, but when loading convert it to difficulty -corpse saving, so crashes dont screw anything up -skill prerequisites, transformation prereqs to reflect the new game -adjust skill damages -masenko needs to do more -adjust skills functions to reflect new level of skills -ie scattershot does skill_lvl/2 attacks ... which is way too many now -bug: mobs crashing has something to do with mob purge self? -'grant' skill to give out stats -check all required prerequsites -make better transformations -sanctuary-type thing for mystic? -regeneration for nameks? -make perm_pl value, for the pl of the character before affects, to use in place of get_perm_pl -new builder level, with only builder commands -do_who -spacing in the race fields is off (too big for motals by 2 spaces on the left side) -to test: -transdown should move to the previous transformation, not completely remove -damage_obj doesnt work when destroying containers and spilling contents -charging skills should make you learn more -consider broken -light attacks shouldnt gain as much as normal -all transformations, specfically bios evolving, android upgrades and saiyans rage & transform -falling objects -make a penalty for flee, to stop abuse of flee to prevent enemies charging attacks -take some off learning of skills and stats -teaching // Unurgent -explode while using kaioken and run out of energy? -can choose your own colour of ki. so "you erupt in a blaze of ki" would be custom -add replayability - limit to 1-2 skills of each, so not every one can be learned -each skill has a level, and only one skill of each level can be learned -use text editor (ie OLC-type thing, string_append) for notes -in change_pl, the stat subtracting is not perfect -random items (prefixes/suffixes) OR load objs with a little fuzz on their stats, some have 10% more ac, some 50%! -custom damage messages -finishing moves -final attack (etc) does some special message -body parts that can be wore down and take away from actions -something like the swr space system but without the weapons. like if you buy a space capsule you can enter it and type go namek and youll go to the planet namek. ************ DONE ************ -teaching of skills! one player to another (teacher and student) -change stats to new ones (remove con, add willpower) -make each race have a definate advantage regarding stats, changing the bonuses for stats for eaces -transformation gains (small, constant gains. 10 str/dex for SSJ1, 20 for SSJ2, etc) -transformations will enhance each races main stats -Saiya-jin: strength, dexterity, low int, will Half-breed: little extra strength, dex, low int, will Human: high will Icer: high strength, low dex Namek: slightly higher strength, high will Android: higher int, will Bio-Android: high int, will, low dex, str -change bonus point for race stat gains -skills -remove skill points field -add 'can train' field for skills that cant be trained ie fusion, transform -use this field to exclude certain skills, or show them differently, in do_skills -also use this in the bio-android transforms -upgrade everything. stats, skills (only those trainable), etc -'reward' flag -bonus on learning skills, stat -stored as a timer -better get_skill function. for mobs, look at prerequisites for the skill and base amount of that -healing skills -do all skills need check_killer in them? is it in the skill_driver? -change "you continue charging your attack" and "you may now release your attack" -regeneration skill doesnt release -all variables arent remove when SKILL_DELAYS arent used -dont allow multiple regen affects -kaioken is used in the top list -- make sure get_perm_pl is used, and it works -cant power to 0 when exhausted (0 ki) -check the "your target has left the room" code -remove old skill helps -pk flag -->> hostile flag -when containers get destroyed, make contents spill out -only gains for hits -quest flag -story board and history board -change combat info -somehow can get killed on snakeway after already being killed -mob apparently is in the room -can get killed multiple times w/ scattershot -this is hopefully fixed -command to view all progs...mplist all (in current area) -number, and first line -eyegouge weird -will hit, but do no damage (misses): CI:hit [Yroc] 146 of 186 -vs- 1 of 0 [A large red adult T-rex] -can get killed multiple times (use scattershot vs. a player) -change pl to percent...settable from 0-100 -alter check improve to look at relative pls -restrict pl gains more -added world peace (wpeace) command -if flying, can be swept -make some command to remove players from the top_list -more focused rage messages. ie, before ssj1, "$n's hair flashes blond quickly then turns back", ssj2 "$n's hair stiffens up" -memchecking doesn't seem to be working -kaioken, @ high pl, will knocked it down to zer0 -because 50tril - 50tril = 0 -do a check for this in do_kaioken? -larger delay for throat shot -drowning underwater -memleak snippet -remove autoattack (being misused) -show percent until next skill in skill function -check if someone is already fused before fusing again -check for fused characters in top_list stuff -change hypernamek to 50 mil -use counter istead for skills, instead of random number -'help changes' and changes command -change send_to_char to sendch(char *buf, CHAR_DATA *ch) -finishing moves -toggleable -if on, and hp are greater than -13 (?) will mortally wound a player -if the hp are <= -13, then kill them (ie, thats the finishing) -top 10 list of players, by pl -top list should show 10 -fix damage message -doesnt show immunity messages -dodges attacks can show absorbtions messages (fixed?) -mobs shouldnt power up immediatly -affects are weird (kaioken) -remove steal -make ki loss for dodging -gtell doesnt echo what was said to the user -in change pl, if trains are lost and no points are remaining, deduct from perm stats -have to hit enter after password -fixed! -collect channels code into something simpler -better motd/imotd -total removal? -skill calculations still overflow -calculate pl as a percent first? -better logging system, just append to the same files, something like: log (LOG_CRIT|LOG_ALL, "ahsbh %s", "blah"); -bug, logfile, bugf, log_string are no longer needed -remove multiple "load x mobprogs" @ startup -start characters with autoexit, autoloot, etc -rename executable. rom -> dbarena. change all applicable things! -change all hit returns to {B[{x Hit return... {B]{x -increase tick rate, up ki/hp gains -make it so kaioken can be used during combat -check exhaustion for all functions (ie retreat, defend, stances) -final all release works, kame all release doesn't -check for 0, -'ve max hit/ki amounts, for mobs, in set, create mob -didn't check limits when adjusting alignment (-1000 - 1000) -automatic releasing of skills needs to do more damage -ki skills need to be more draining -can rapidly use "energy $s release" to gain pl -bonus of train points, ki for new players -to help them get started -less damage/hit/etc at low pl -make damage function dependent on multiplies -stop gains at low pls -no absorb messages -elbow, sweep miss, but still work -death message was "scratches you" for really high damage -alter pl gains -fix area command -signal handling snippet -in balance chaning code, only do messages if they lose balance (or go up) (ie, tripping over self if it goes down) -changed code based on if they are fighting or not -maybe chance of gaining trains, (1-2) when skills go up? -when they kill things too -who list -order by level (for imms) and play time (mortals) -only sorted by level, imms -when a bio absorbs (kills) an android, show some "$n absorbs $N" message (within death function) -slow down rate at which balance normalizes -"check multi-link" function for characters logging on -check if imm is on with the same ip -check code for turning on/off channels -should quit afterwards -beautify who list -levels should be removed -in score, stat: magic rating -> ki -take out stat losses on death -take out recall -kill stealing code only applies to attack - general function for all things? -"we are building" message needs to be taken down -change help death -alignment changing back in -see gain_exp? -hitbonus for mobs doesnt work -really low ki gains -check calculations for above base pl -they are okay -formatting in group -consider doesnt work -take away stats loss for newbies (<5000 pl) -took away pl loss too -message when you get knocked unconscious -change range for gain pl to 20% -in gain_pl for combat, using current pl -remove skill points -OOC channel -pl gain calculations -fly skill -prog thing to check if they are flying (ie for waterfalls) -toggle on/off -improve balance for flying vs not flying -less ki used when moving around -kaioken -fix calculations in do_kaioken and get_perm_pl -cant use while transformed -prerequsite of 500k pl -name command -fusion -check name scheme (saw some weird thing: goku + librom = gokulib<24>) -make fusion a learnable skill -how will link-dead (null descriptor) characters affect fusion? -what happens if link-dead when fusing, during fuse, or unfusing? -if controller disconnects, control is successfully swapped, except that the fuse pointer is now null, so the fused character no longer appear fused -if the fused character is disconnected no one can reconnect to him -combine desc->fuse, ch->fused and ch->slave_desc into one ch->slave_desc? -controller in fusion gets (and keeps) all eq -add \n\r back in at password choosing prompt -if a room is -'ve ki rate and chaos, if someone get knocked out, they'll never recover! -removed -'ve heal/ki rates -nuke command (incinerate) -freevnum doesnt show anything at the end of the first row, last column -how balanced are (pl) gains? -if someone is 10% below you, no gains -what newbies start with: nothing! -how will naming working? -cant use prexisting DB names, or variations on them? -look at skill gain calculations again -each transformation should heal once per 5 ticks resting -use array -damage message after someone gets bashed -need to make addki command affected by wait -make an automatic attacking thing for link deads in a fight (maybe use mob_ai?) -use only chance of not seeing when blinded (cant fight back because you cant see!) -get colours working -fusion -make sure code to check for multiplaying characters of those fused works -good -show fuse counter in score, affects, stat -good -add earned pl, hps, etc to chars after unfuse (ie add back some pl they gained) -good -fusion deducts some pl/hps/etc when unfusing -removed gains -make some command doable for the fuse-slave -accept command for fusing -clans -messages when your balance changes -more messages for powerstruggles ($n is getting ahead of you!) -need to be able to equip two earrings -targetting for room attacks -room death trigger, for when something dies -death code -yelling out messages for ki attacks: "KA-MA-HA-ME-HA!!!" -mobs will attack after a charged attack -skillprereq command to see skill data -remove "miss" damage message when 0 damage is done (instead, show absorb message) -all skill prereqs etc -hedit create command -creates in help_new.are -room flag ROOM_CHAOS -no death in rooms, just stun -IS DEAD!!! in ROOM_CHAOS should be removed -also, stun after unconscious, and sleep them -on transform/revert, set pl to base -on revert set hp/ki to new min -transforming only heals once every 5 ticks of sleep -blinding is too powerful -ki disruption happens too often -all of transformations -in alist, expand the [builders] field to show more builders -powerstruggles: <struggle person skill> -choose skill to use -addki command for powerstruggles : add in said amount of ki, increase charge time -colour for powerstruggle info -powerstruggle decision function should incorporate everything, but emphasize charge time (ki used) -add a 3-5s delay for addki commands -rewrite sacrifice function for amount zenni given -decrease accuracy of scattershot -- should be low -(spell) check helps -remove -'ve signs where applicable -mob gainskill mprog command, so players can learn a skill, ie "mob gainskill kamehameha $n" -scouters: scan command, and limit the max pl they detect (based on objs PL) -android upgrades -extra ki drain for transformations -better combatstat, score, etc displays -ki attack disruption -extra wear locations (tail, eye, ear, torso) -rage builds up for ssj transformation. 1 rage for every hit that does damge over 5% total health. 25 ssj1, 50 j2, 75 j3, 100j4 (reset after each). each tick has a 1 in 15 chance of lowering rage -use do_score for do_mstat -examine calculations for skill gains -add in ac values, hit roll, dam roll -kame <target> [release] to immediatly release attack -make gain list work -autosets for builders -in oedit show, changed Power Level to PL to prevent confusion with command. Also check formatting. Also check redit, medit, etc -different syntax for skills (ie special beam cannon = sbc, energy beam and ball) -pump up pl max, hp/ki max -update skills that mobs have. ie they should all have hand to hand -imm command to remove wait, (unwait) works like restore -autoattack -TARGET_HYBRID6 -for skills, ignore targets at level 6 and beyond, TARGET_CHAR_OFFENSIVE otherwise -show hitbonus, kibonus in medit -take majin race off of char selection but able to be set by the imms -some kind of 3rd variable in combat. balance? -determine values for combat things (ie attack strength, attack hit, ki attack, dodge, absorb) for each skill. ex attack strength = pl + stat + skill -pl gain function for all attacks -nameks dont need a sex -take out creation points and groups -skill level max back to 10 -look through all affects code. Change to work with pl, skill levels -make train cost for increasing stats based on race -give all armor and weapons duribility a duribility so that they can be broken (make it setable to 1500 and make it go down 1/100 of damage recieved. Needs to be added to medit. -stat prereqs for skills -make a delay for charging ki attack with a room echo that fits(ie kamehameha being charged would look like "blah cups his hands at his side and begins charging something" longer charge for more ki added) -add in room/obj progs -change currency to zenni (removed silver and gold, everything uses one base currency) -remove some clan stuff (ie in pkill) -gains in hp, mana, and stamina at certain pl's -change mana and stamina to ki and energy (energy is now stamina) -high_gravity flag for rooms that will triple pl gains in that room (going to be used for the time chamber only) -food and drink replaces energy and ki -items that can only be used after reaching a certain pl