The Cathedral of Attnam

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==General==
== Introduction ==* Hidden items, weapons and attributes for certain character names. For instance naming your player after an infamous dictator gives you a way-high Charisma - and an Int of 3. * The ability to set off the thaumic bomb, triggering a massive explosion sound effect, a unique mushroom-cloud screen, and a message that you blew up half the continent. Game ends with a score multiplier of 0.** If someone's willing to make a picture of the mushroom cloud, I'm putting this in immediately. :) -- [[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 20:27, 10 April 2020 (UTC)*** What resolution? Color or black/white like the loading screen with IVAN and his bunny?**** Black and white with similar resolution to the [https://github.com/Attnam/ivan/blob/master/Graphics/Enner.png Enner/Ivan loading screens] would be ideal, to keep everything true to the same design. -- [[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 12:09, 14 April 2020 (UTC)***** Something like this? https://imgur.com/a/lFORMnN
=== Welcome ===*It's annoying not to be able to rest when panicked. You should be able to rest while panicked if you find a corner or dead end to hide in.
Welcome *Kiwis from carnivorous plants should grow up to the world of IVAN dungeon building. It is a part of game development that is as interesting and intricate as the game itself. Designing and building a dungeon for IVAN presents many challenges and it can feel like a steep learning curve, however, the satisfaction of creating a world in which many enthusiastic IVANers can play in and feel part of is very rewarding.This guide is aimed at those with little or no coding skills, but who are comfortably computer literate. Those who are already familiar with C++ (or any other language) will be advantaged by their programming experience, and will hopefully find the collection of examples on dungeon building suitably novel and interestingcarnivorous plants when dropped.
=== What we will look at ===*You should be able to whip slaves. That disable his panic state.
== Tools ==*Corpses leaving bones after being eaten/rotting away.
=== A suitable text editor and font ===*Canning lumps of food, making items from lumps of material, or other uses for those random "lumps".
When editing the dungeon file, it pays to have a good text editor. A nice program *More repair shops in Windows might beAttnam: carpenter, for examplemason, Programmer’s Notepad 2, but any program with suitable syntax highlighting will dojeweler. The script file text is based on C/C++ syntax** Possibly repair shops could sell some quality items of their type, so you can set the syntax highlighting to this languagee. It is also highly prudent to select a mono-space typefaceg. A mono-space typeface means each character has the same horizontal length in ruby spears at the editor. Because we are also going to “draw” with ASCII characters in the script files, it would be good if the characters can properly align in a grid-like fashion, making it easy to identify the geometrical patterns. This is indispensable when it comes to laying out large rooms and even particular dungeons, helping to avoid confusion along the way. Suitable typefaces to consider for this purpose might include Consolasjeweler, Courier New or Lucida Console fontsetc.
=== Backing up your work ===This is really the most important step, *Appearance: a hidden stat that affects how monsters and should be the first thing people react to you organize. Make a copy of , modified by your dungeon file equipment and store the copy somewhere else, that way, liquids splashed on you can always revert . (Bloody people tend to the original if be scary when you make changes all over the place. No matter if you lose original files, you can usually pick up an old file from 're in a repository somewhere and revert back to itdark dungeon.)
A more guru way to do this*Weapon skills determine a "title." For example, would be to set up your own IVAN development branch, by cloning the [https://github.com/Attnam/ivan <code>attnam/ivan</code>] git repository and making changes being heavily skilled in your own branch. You can make pull requests to merge small blades could give you work into the main line title of IVAN development! By using a version control system like GIT"Blademaster" and my theory for the skill progression with axes would be this: woodcutter, lumberjack, lorax whacker, you enable for yourself a great tool for maintaining your dungeon script filepaul bunyan.(Idea borrowed from the Half-Life mod Master Sword)
== Philosophy ==*Allow custom text-triggered sound scripting likened to ADOMBOT. Include in the base package a set of rudimentary sound effects like the more recent Angband variations, with an existing sound.cfg file to allow users to use whatever custom sound effects they want; they just need to place the files in the sound folder and edit the sound.cfg. The script could look something like: "You have hit" [hit1.wav, hit2.wav, hit3.wav] and variables can be included, "Your * * is severed off!" [humanseverpain1.wav, humanseverpain2.wav, humanseverpain3.wav].
=== Order and Chaos ===IVAN has the possibility for building both persistently generated content (order) and procedurally generated content (chaos). It *The idea of pressure-based mines is possible to create very rigidly designed placesa good one - instead of having them detonate automatically, with every terrain and item having its proper placethe player should be safe so long as he or she stands on the mine. The city of Attnam might ** Each mine should be considered assigned a highly persistently generated placecertain weight tolerance. Some places are also generated in After it has been stepped on, a way that produces unique dungeon areas mine should detonate the very moment the pressure < weight tolerance - never before visited - with random layout and loot. The Gloomy Caves a clever or desperate player might be considered such a place. This is only partly trueable to drop most of their items, however, since we can also find things and I say most in the Gloomy Caves that can be encountered in each gameinterest of balance and challenge, like to avert the explosion. If for any reason an item is removed from the Gloomy Caves shop or mine causing the pressure to be less than the Enner Beast.We will examine both philosphies in detailideal weigh tolerance, using the Gloomy Caves as an example of a balance between the tools for producing persistent elements and procedural elements in a dungeonmine should explode.
== A first dungeon ==*If you throw a bottle of water at an npc, or get covered by the water yourself, lightning and electrical attacks should do a little bit more damage.
== Dungeon script hierarchy ==*Your hit points ought to be influenced by the strength stat of your limbs, not just by the endurance stat, or the type of material for artificial limbs. I'd imagine that huge bulks of muscle would harder to dissect than some macaroni limbs. Also, maybe torso could get a few extra hit points from really stout arms and similarly your groin could benefit from those tree trunk legs you've been working for.
{| class="wikitable"| The dungeon script file follows *Make a definite structurebank that you can use. However, this may be hard to see since certain keywords can be used over and over again. For example to re-define default values in a certain portion of the script, the keyword <code>RoomDefault</code> might be encountered at the <code>LevelDefault</code> stage or simply the <code>Level</code> stage.and rob!!!
Each dungeon has default parameters specified within <code>LevelDefault</code> *How about footprints appearing on the floor if you walk around while your boots are adequately smeared in various fluids, like blood or acid. The stuff you walk on should also stick to yuor feet and <code>RoomDefault</code>boots. This is where the general look and feel of the dungeon can be uniformly specified For expample stomping on a kobold carcass should reward you with only a few commands. These defaults can be overridden at any point hardened leather boots covered in the script, within that dungeonblood.
Each level is explicitly catalogued by level number*How about applying scroll of harden material on your limbs. <codeIf then your Int >LevelDefault</code> can be overridden to change the look and feel of just one particular level if desiredStr, or something, you could get +1 str.
Rooms are described in *Additional appearances for the <code>Level</code> portion of character (And the scriptNPCs, since rooms are contained on levels in the same way levels are contained in dungeons. Default specs for rooms (<code>RoomDefault</code>maybe) can be overridden. This can either be done within each levelat startup, affecting only the specifications for rooms generated on that levellike different hairdos, or it may be done on a per-room basis. Rooms can be rigidly specified, with special "script maps" <code>GTerrainMap</code>, <code>OTerrainMap</code>, <code>ItemMap</code> and <code>CharacterMap</code> listed, showing which types to be generatedbeards.
Squares can be defined within rooms, or within a level somewhere. On a square may be placed any amount of items, or a particular ground-terrain or over-terrain, such as stairs or a fountain.==Monsters==
Each room and square can be made to appear randomly within a level, in a random position, and/or within a random sub* Non-area of a level (handled by <code>BoundedRandom</code>), and/or on a random member of a subset of levels (handled by <code>RandomLevel</code>)humanoid undead. | [[File:DungeonHierarchies.png|400px]]|}
== Examples from the original game ==*Puppies, wolves, jackals, etc. should be attracted by blood.
=== Gloomy Caves Shop ===*Dogs grow into war dogs, and breed like mutant rabbits. Kenny could become pack leader instead of lunch.
<code> RandomLevel 1* Liquid/Gas Elementals:3; { CanGenerateBone = false;Elementals (or golems I guess) made out of Liquids and gases in the game would be interesting... perhaps when destroyed they sprey their material everywhere... So destroying a water Elemental would rust all your gear and destroying a Mustard Gas Elemental would burn your insides. I know how a template for it would be impossible as Gases and Liquids don't have stats.
Room { Size = 5,9; AltarPossible = false; DivineMaster = MELLIS; Type = ROOM_SHOP; GenerateFountains = false; AllowLockedDoors = false; AllowBoobyTrappedDoors = false;</code><code> CharacterMap { Pos = 1, 1; Size = 3, 7; Types { g = guard(SHOP) { Team = 5; } s = shopkeeper* Carnivorous plants (ELPURI_CAVECP) { Team = 5; Flags = IS_MASTER; } } } { gshould eat any animals that come close to them and grow bigger.g ... ... .s. ... ... g.g }<eg CP eats magpie becomes greater CP, geater CP eats adult bunny/code><code> ItemMap { Pos = 1,1; Size = 3,7; Types { g == Random { MinPrice = 100; MaxPrice = 10000; Category = GAUNTLET|BOOT; } b == Random { MinPrice = 100; MaxPrice = 10000; Category = GAUNTLET|BOOT; } a == Random { MinPrice = 500; MaxPrice = 10000; Category = HELMET|CLOAK|BODY_ARMOR|BELT; } d == Random { MinPrice = 200; MaxPrice = 10000; Category = RING|AMULET; } w == Random { MinPrice = 500; MaxPrice = 10000; Category = WEAPON|SHIELD; } e == Random { MinPrice = 50; MaxPrice = 10000; Category = FOOD|POTION; } u == Random { MinPrice = 200; MaxPrice = 10000; Category = WAND|TOOL; } r == Random { MinPrice = 200; MaxPrice = 10000; Category = SCROLL|BOOK; } s == wand(WAND_OF_STRIKING); } } { .g. ddb err e.w auw auw .skobold becomes giant CP. }</code><code> } }</code>
== Dungeon default control variables ==* Mortifer should have sharks since Valpurus has dolphins
=== Dungeon =Materials==
{| class="wikitable"! Keyword! Values! Description|-| <code>Dungeon</code>| 0, 1, * Ommel vomit: Hoping for +2 Endurance +2 Charisma +2Strength, you drink it... and you die a few turns later, 64| This is the dungeon enumerator variable. Enumerations 0 to 4 are occupied by the original dungeons with predefined variables like ATTNAM or ELPURI_CAVE.|-| <code>Levels</code>| 0, 1, 2, ...| This determines the total number of levels in the dungeon.|-| <code>Description</code>| "string"| This is unless you have a short name for the dungeon that shows up in the very high score list explaining which dungeon the player died in.|-| <code>ShortDescription</code>| "string"| This is an even shorter name for the dungeon usually limited to two or three characters, for example "GC" for gloomy caves. It shows up on the side bargrade acid resistance.|}
=== LevelDefault ===* Force Materials: Materials made of pure energy/magic... They are effective but they either blow up, entirely disapear, or some other magical effect when broken.
{| class="wikitable"! Keyword! Values! Description|-| <code>Size</code>| <code>x, y;</code>| This is the size of the level in squares. x and y are the horizontal and vertical size respectively with x, y ∈ {1, 2, 3, ... }.|-| <code>Rooms</code>| <code>n;</code> or <code>p:q;</code>| Total number of rooms possible on the level. Can be a fixed number, n, or a number of generic rooms between p and q with p < q. n, p and q ∈ {0, 1, 2, 3, ... }.|-| <code>=Items</code>| <code>n;</code> or <code>p:q;</code>| Total number of items that will generate on the level. Can be a fixed number, n, or a random number of items between p and q with p < q. n, p and q ∈ {0, 1, 2, 3, ... }.|-| <code>TunnelSquare</code>| <code>solidterrain(FLOOR_TYPE), 0;</code>| TunnelSquare determines the appearance of the tunnel floor. First parameter determines the floor appearance, second parameter should be zero.|-|| <code>FLOOR_TYPE</code>| Choose from PARQUET, FLOOR, GROUND, GRASS_TERRAIN etcetera|-|| <code>0;</code>| To make a tunnel, this ought to remain zero. Non-zero will cause the tunnel to fill with material!|-| <code>FillSquare</code>| <code>solidterrain(FLOOR_TYPE), MATERIAL earth</code>| FillSquare determines what to fill the level's walls and filling material with, and what type of ground appears under those walls. First parameter determines the floor, second parameter determines the walls.|-|| <code>FLOOR_TYPE</code>| Choose from PARQUET, FLOOR, GROUND, GRASS_TERRAIN etcetera. Good to choose from the same type as TunnelSquare.|-|| <code>MATERIAL</code>| Choose from GRAVEL, MORAINE, GOLD etcetera|-| <code>BackGroundType</code>| <code>m;</code>| Defines the default background type. Not sure what it precisely affects. m can be <code>GRAY_FRACTAL</code>, <code>RED_FRACTAL</code>, <code>GREEN_FRACTAL</code> etcetera.|-| <code>EarthquakesAffectTunnels</code>| <code>true</code> or <code>false</code>| Tells the game whether an earthquake on the level can rearrange the layout of tunnels. Open levels will crash if this is not set to false (because there are no tunnels to shift). Set to true if the level has tunnels, set to false if it is open. See also <code>IsOnGround</code>.|-| <code>IsOnGround</code>| <code>true</code> or <code>false</code>| Tells the game whether the level is above ground. This prevents earthquakes from happening on the level. Silva will summon wolves instead.|-| <code>IgnoreDefaultSpecialSquares</code>| <code>true</code> or <code>false</code>| If specific squares containing items/traps etc are specified in LevelDefault, then setting this to true for a particular level will cause these random squares not to appear. Accordingly, in LevelDefault this should be set to false. See [[#Square_.28DefaultSpecialSquares.29|Square (DefaultSpecialSquares)]].|-| <code>CanGenerateBone</code>| <code>true</code> or <code>false</code>| Tells the game whether a bone file can be generated on this level, or not. Best to set the default value to true. Typically set this to false if the level will generate a shop, or a victory boss like Oree (not Enner).|-| <code>LOSModifier</code>| <code>16, 24, 32, 48, ...</code>| Line of sight modifier. Typical value for underwater tunnel or gloomy caves is 16. Zombie level is 24. Sumo area is 32. Towns are typically 48. Higher value means player character can see further.|-| <code>DifficultyBase</code>| <code> 0, 5, 10, ...</code>| Sets the base difficulty for the level. In LevelDefault, this is the base difficulty for all the levels. |-| <code>DifficultyDelta</code>| <code> 0, 5, 10, ...</code>| This sets the value added to the DifficultyBase for each consecutive level. In LevelDefault, this is the change in difficulty per level (dD), without needing to continually specify DifficultyBase (DB) for each level. The difficulty, D, is therefore set to <code>D = DB + dD * L</code>, where L is the current level number.|-| <code>GenerateMonsters</code>| <code>true</code> or <code>false</code>| Whether monsters can be generated on the level or not. Set to false in peaceful towns; typically set to true in caves.|-| <code>TeamDefault</code>| <code>TEAM_NAME</code>| Sets the team to which spawned monsters are aligned. Typically set to <code>MONSTER_TEAM</code> to generate hostile enemies.|-| <code>MonsterAmountBase</code>| <code>0, 10, 20, ...</code>| Sets the maximum number of monsters for the level for the generator. While the number of monsters is less than this value, the monster generator adds a new monster. Above this value, monsters are not generated.|-| <code>MonsterAmountDelta</code>| <code>0, 5, 10, ...</code>| This sets the value added to the MonsterAmountBase for each consecutive level. In LevelDefault, this is the change in monster setpoint per level (dM), without needing to continually specify MonsterAmountBase (MB) for each level. The number of monsters (M) setpoint for any given level, is set to <code>M = MB + dM * L</code>, where L is the current level number.|-| <code>MonsterGenerationIntervalBase</code>| <code>100, 120, ...</code>| The time taken between monster generations, in tens of ticks|-| <code>MonsterGenerationIntervalDelta</code>| <code>..., -10, 0, 10, ...</code>| The increment per level in the time taken between monster generations, in tens of ticks. A negative number means that that the generation interval becomes shorter by that amount, for each consecutive level. The implication being, negative numbers increase the frequency of monster generation with increasing level depth.|-| <code>ItemMinPriceBase</code>| <code>0, 20, 40, ...</code>| The minimum price for items generated on the level, in gold coins. Lower minimum price causes items to generate from low-value materials.|-| <code>ItemMinPriceDelta</code>| <code>0, 10, 20, ...</code>| Incremental increase or decrease in generated item value per level, in gold coins.|-| <code>EnchantmentMinusChanceBase</code>| <code>0, 5, 10, ...</code>| Make a finite chance that weapons generate with negative enchantment. High values increase the odds the player will come acrossterrible equipment.|-| <code>EnchantmentMinusChanceDelta</code>| <code>..., -5, 0, 5, ...</code>| Increments the <code>EnchantmentMinusChance</code> with increasing level depth.|-| <code>EnchantmentPlusChanceBase</code>| <code>0, 5, 10, ...</code>| Make a finite chance that weapons generate with positive enchantment. High values increase the odds the player will come across good equipment.|-| <code>EnchantmentPlusChanceDelta</code>| <code>..., -5, 0, 5, ...</code>| Increments the <code>EnchantmentPlusChance</code> with increasing level depth.|-| <code>IsCatacomb</code>| <code>true</code> or <code>false</code>| Normally set to false. This variable causes a level to spawn only ghosts, skeletons and zombies. Used in the Attnamese Catacombs.|}
=== RoomDefault ===* Magic 8-ball
{| class=*New ring enchantments: "wikitableVigor"! Keyword! Values! Description|-| <code>Size</code>| <code>x, y;</code> or <code>m:n, p:q;</code>| |-| <code>Pos</code>| <code>x, y;</code> or <code>a:XSize-b, c:YSize-d;</code>| |-|| <code>XSize, YSize</code>| These are special keywords that return the horizontal length (XSizeunlimited stamina) and vertical length , "Calmness" (YSizecannot be panicked) of the level, in squares.|-| <code>Type</code>| <code>ROOM_TYPE</code>| Tells IVAN what type of room. Choose from ROOM_NORMAL, ROOM_SHOP, ROOM_CATHEDRAL, ROOM_LIBRARY, ROOM_BANANA_DROP_AREA or ROOM_SUMO_ARENA. Most common are ROOM_NORMAL and ROOM_SHOP.|-| <code>Shape</code>| <code>1, 2</code>| Determines whether room has rounded corners, or rectangular corners. Choose from either <code>RECTANGLE</code> or <code>ROUND_CORNERS</code>.|-| <code>GenerateTunnel</code>| <code>true</code> or <code>false</code>| Determines whether the room is to "Steadfast" (cannot be connected to the rest of the level via a tunnel. Normally set to true. Set to false to create a secret vault...|-| <code>UseFillSquareWalls</code>| <code>true</code> or <code>false</code>| |-| <code>WallSquare</code>| | |-| <code>FloorSquare</code>| | |-| <code>DoorSquare</code>| | |-| <code>GenerateDoor</code>| <code>true</code> or <code>false</code>| Tell IVAN whether to generate doors for this room.|-| <code>GenerateWindows</code>| <code>true</code> or <code>false</code>| Tell IVAN whether to generate windows for this room. Normally set to true in cities above ground. Normally false undergroundpushed back).|-| <code>GenerateLanterns</code>| <code>true</code> or <code>false</code>| Whether lanterns are to be generated in the room.|-| <code>GenerateFountains</code>| <code>true</code> or <code>false</code>| Whether to generate fountains in the room. |-| <code>AllowLockedDoors</code>| <code>true</code> or <code>false</code>| Allows the possibility for doors to be spawned in ** Possibly merge these into a locked state. Only makes sense if doors can be generated for "Ring of the room.|-| <code>AllowBoobyTrappedDoors</code>| <code>true</code> or <code>false</code>| Allows the possibility for doors to spawn with booby traps. A door does not need to be locked in order to be booby trapped.|-| <code>DivineMaster</code>| <code>0, 1, ... , 15, 16(?)</code>| Restricts range of gods player can pray toStatue", to only this god. Select from <code>VALPURUS</code>, <code>LEGIFER</code> etc. 0 (zero) is all gods, so set this as the default value for your rooms in general.|-| <code>AltarPossible</code>| <code>true</code> or <code>false</code>| Allows the possibility of spawning an altar. If <code>DivineMaster</code> is set to zero, then it will be an arbitrary god. If <code>DivineMaster</code> is non-zero up to the number of gods, then it will spawn an altar of that deityindividually they probably would not warrant use. If <code>DivineMaster</code> is <code>ATHEIST</code> then it spawns a blank altar (???)|-| <code>IsInside</code>| <code>true</code> or <code>false</code>| |-| <code>Flags</code>| | |}
=== Square *Pay phones** Probably some ideas needed on WHAT you could use them for. Naturally they would use a quantum magic displacement effect that happens between too violet crystals that have been cut in two. (DefaultSpecialSquaresMaybe you could call someone for science talk, possibly rigged to talk to the smartest/wisest person you can science talk with?) ===
== Dungeon concrete elements ==*There should be some ranged weapons other than thrown ones, such as bows and arrows, slings and stones, or darts and atlatls.
=== Level ===*Ice Stones, the objects Ice Golems drop when they die, should melt over time and turn into water; one should be able to place an ice stone, possibly with the dip command, into an empty bottle or can, and after a certain amount of turns, it should become water.
=== Room ===*Wand of Sleep** Amount of time spent asleep depends on intelligence. If broken, it knocks you and everyone around you unconscious.
=== Square * Magic Collar** When held by someone you will always be aware of their location (on levelDone so by the fact that their square will always be visible) ===
* Lock picks, Horn of Opening
== Rooms ==* Scroll of soften material and scroll of random material
=== GTerrainMap ===* Scroll of disenchantment ** rare like SOCM or wand of mirroring/cloning** When you read/use it, it takes an enchanted item (armor/weapon) and removes its enchantment but gives you a enchant armour/weapons scrolls. Eg. find meteoric steel mace +6 but you are a sword guy, poof you now have a regular old meteoric steel mace and 6 enchant weapon scrolls.** For those who might say this is unbalanced, its no worse than a wand of cloning/mirroring.
=== OTerrainMap ===* Lantern of Infravision
=== ItemMap ===* Bottomless bag** Either can store any amount of items, but you still need to carry the weight, or always stays the same weight, no matter how much you put inside.
=== CharacterMap ===* wand of fetching** Pulls creatures and items in given direction towards you.
=== Square (in room) ===* Fortune cookies
* unicorn horn
** A special item made of unicorn horn and rarely dropped by killed unicorns. Apply to cure negative effects, just like antidote does.
== Dungeon random elements Dungeons==
=== RandomLevel ===* A special level with ants running from stairs up to stairs down. They should apply swarming techniques.
=== Random rooms ===* Athaburk's Teleport shop** A few items in stock and new are teleported to the place when purchases are made.
* Dragon lairs in the wilderness** rare, two-level cavernous dungeons with a 2x2, powerful dragon and lots of treasure on the second level *A special location for the Gods, wherein if you're in high enough standing with them, you can go and have a cup of tea with a bunch of angels and stuff. Or blood, or Divine Manna, or whatever. ==Subsystems== Square * A more detailed nutrition system** Divide the Nutrition Points to different categories maybe? (Carbohydrates, fats, proteins and vitamins.)** (Possibly similar to the "nutrition" features in the Playstation game Ehrgeiz)** Unbalanced diet could lead to slower regeneration of HP and stamina. * Thirst system** Like hunger now, you would also require water to survive.** Desert areas would make you thirsty faster (and they wouldn't spawn bottles of water). * Nonhuman limb system** Perhaps the possibility for multiple limbs on non-human NPCs could be programmed in - it may be difficult to achieve, BoundedRandom; but it would make creatures like hydras with multiple and functioning heads be an interesting possibility. As well as octopus like tentacled creatures.  * Spell system** Books to learn spells? Or maybe something less mainstream.** Writing magic scrolls.** Ability to cast spells as per the NPC mages. * Butchering** Could yield lumps of flesh, plus any applicable material (eg. nymph hair and nymph flesh from butchered nymph). * Called shots** By holding down the alt button in combination from an number on the number pad, it would be nice for the player to be able to target specific areas of an enemy's body. Holding down alt + 8 would target the head, alt + 7 would be left/right foreleg/arm, et cetera. Naturally, the player shouldn't automatically be able to hit the area - make each specific area specifically more difficult to hit than the torso, noticeably so. Then, perhaps on top of it, a 50% chance of hitting another area by accident.  * Temperature** Base temp. for dungeon level. Most levels would have "normal" temp., but there could also be hot or cold levels.** Heat could accumulate in items and areas, then slowly dissipate towards level base temp. Ie. several fireballs in succession would raise temp. of all items, creatures and walls they would hit. With high enough temp., creatures and flammable items or walls would burst into flames, while non-flammable creatures, items and walls would require higher temp. to melt completely (possibly spawning lava puddles).** Temp. could determine your ability to act i.e. attack, move etc.** Low temp. slows all actions, decreases stamina regeneration, sometimes causes sickness. High temp. decreases stamina regeneration, causes sweating and dehydration (see thirst above), eventually causes limbs to catch aflame.** Temp. could also affect some items like food,potions,corpses... food will last longer on low temp. and rot faster at high temp.** Spilling liquids on object/creature would modify temp. Water etc. would cool objects, while eg. lava would greatly raise temp. * Overworld weather** Maybe the existence of wands that are capable of changing the weather would also be a nice change - a wand of rain, a wand of snow, or whatever, so that you can conveniently wash off any vomit, acid or fluids that you don't really want bothering you. If weather doesn't already do it, program it in so that it does. *[http://nethack.wikia.com/wiki/Eating_jewelry Jewelry eating]** You should be able to either SOCM a ring of an amulet to any edible material, or polymorph into a monster with special diet, and then eat the ring or amulet to temporarily gain their effects. * New skills** Mobility - Mobility would be trained by having attacks miss you, and by moving around. Being encumbered and having agility penalties would slow it's training significantly. High skill in mobility would improve your dodge chances, and increase base move speed.** Armor Training - Armor skill would be trained by having damage reduced by armor. Having more damage knocked off would train it faster. Higher skill levels would increase the chance of armor protecting you (not a sure thing), and increase the minimum (and maybe the maximum?) damage knocked off when it does trigger (normally armor blocks rand(50-100)% of it's AC worth of incoming damage). Specific armor bonuses might also apply?** Weight Lifting - This one would be trained by running around with heavy loads, while wearing bulky armor, and so forth. It would reduce the penalties associated with such actions - less combat and hunger penalties for carrying large loads, smaller agi/dex penalties from chain/plate armor. I'm not sure about this skill, the dex/agi penalties don't necessarily have anything to do with the weight of your armor, but more how much it gets in your way when you try to move, an effect that could be compensated for with practice wearing and moving in armor, as the above skill. ==Commands== * A mass-command submenu should be available to give very simple orders to followers within your Peception range, with a Charisma check to see if they obey it (use the taming script?). Example menu -**'''Follower Commands''':***Rally on me!***Flee for your lives!***Attack this target! (arrows move, spacebar selects) *"Dousing" or "dumping" of liquids/materials in cans and bottles, for when you want to heal a follower with healing liquid or troll blood, splash a hostile with acid or poison, or just empty a bottle or can.  *A keyboard command that lets you use a special ability. The key command would be used for monsters powers... So if you were polymorphed into a necromancer you could raise skeletons. If you were an enner beast you could scream. Etc... * When your going (with g) the hero should follow tunnels when they turn. *The player should be able to use the chat command to talk to people on the other side of a window.  * Applying weapons in directions, to smash open a locked chest or break down a pesky door or wall.** The ability to apply (normal) axes - they would be effective at cutting doors, chests, trees and other wooden objects (dependent on strength).** The ability to apply hammers - they could break items on the floor and work like a kick. ** If you apply the hammer, following the previous suggestion, to a diamond or gem, you could get a powder that, when dipped into water, would make a liquid of some sort. When drunk, this would cause massive internal bleeding (this method of suicide is still popular in India and parts of Pakistan). ** The ability to apply any bladed weapon to cut webs.** At least, using pickaxes in this way... ==Done== * There should be xmas lights in attnam when it's xmas. * Some [[antidote liquid]] in the inventory of priests * Things should catch on fire -- especially if you're using a burning sword or a wand of fireballs in a wooden room. * Search for stairs up and down for look mode.* Horn of Plenty** Spawns food when used.* Horn of Healing [[Category:Development]]
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