December 31, 1999 To-do List

Note that this changelog is unformatted and pretty raw. Some of this stuff we would really like to do, some of it we probably won't do (it just sounded like a good idea at the time), and some of it should probably never be done. But at the very least, we thought it might give you an idea of the kinds of things we think up.
----------------------------------------------------------------------
god titles set for level 31 and above
notify when people hit level 10, 15, 20, 25, 30, 90, 95, 100, 105, etc.

**Slingblade: i have a hunch it's "getterm()"
**Slingblade: include  :)
**Slingblade: comes in handy with unix players
**Slingblade: setupterm("unlisted", fileno(stdout), (int *)0)
**Slingblade: nrows = tigetnum("lines")
**Slingblade: basic termios.h funtions


pk code:

Gold is always left behind.  No level restrictions.
rpk
pk vs pk - no eq, no exp.
ppk vs ppk - no eq, 20% exp loss, 10% exp gain.


track bug with loading numbers getting fucked up

faerie fire:  if invis person, 'you see a fiery pink halo in the air before you'
set mud school monsters ac to like 150 instead of 100.

partial sneak when entering/leaving rooms.

link monks to ancala perhaps, so you have to walk thru monks to get there?

Need touch command, so we can touch stuff.  Not that it would make much difference, but it
would be a good way to trigger D procs.

need to fix timezone stuff.   Birthdays, zload rspecp, and add area zoneload at
given times of day.

Squeak wants low charisma people to get harassed by cityguards and laughed out of bars.

grow and shrink spells?

change object types, weapon is now something different, and old_weapon sets old
weapon types.  Use this to change weaponry so that it has wield_dex and str, etc.

**Squeak: nother code quirk: room currents work together too much... as
asoon as one hits the other 3 hit ... and the object gets zapped from end
of the hall to the toher

make invis dispellable
make fly give objects a floating flag
make objects hum when casting squeak on them?

the doorpass event thing - somethings fucked up with the memory structs.  Not
being correclty added to the list or some shit, squeaks event didnt show up
ont he list but the timer event managed to remove it anyway.

negative regen on rooms should put the mana it gets from chars into the proper
alignment registers.  Evil chars should have evil mana pulled from them, etc.

fix sset on rooms, and make sure the flags/effects are set up properly
on loading of rooms.

need help page for ':' 
help page for account, clan

compare and consider should be equivalent.  On a mob, you get consider,
on an object compare.
should probably also add this in as monster lore, perhaps weapon lore for
weapons, item lore for generic shit, and magic? lore for magical items.

someone typed the 'home' command?  as though it would take them home or
do something expected.

skills command currently shows nothing if you don't know any skills.

when valueing something, shopkeeper should indicate if its too expensive for them to buy.

fix interactive loading into containers

make interactives trigger off echo?

fix up history command, sort it, etc.

From: pinky
Subject: bug in board writing thingy
if i write the first line (a) , hit enter, write the next line(b) hit enter,
and then use a /format enter, and then write line c i get line a, blank line,
line c, blank line, line b
pinky

need sunstorm trainer, perhaps a quest?

Subject: daeron
thats your potter right? let me know when you've finished with him :)

From: bloodmist
Subject: foothill mob
Ok I came up with 1 idea for a mob in the foothills...a large hunting cat,
either a bobcat or a mountain lion that will roam part of the area

add signs to the mirror room in mud school

need specps and some kind of quest for shkar and mad hermit

dont forget the specp on grubby :)

do specp conversion on mud trainer

need a tent object?  also a flag on objects so when they time out, whats in them
doesnt go as well.  Like tensors disks, only make that a flag.

----------------------------------------------------------------------

Subject: type sign/note?
If anti-alignment flags are on the object, that alignment cant read the long of the sign.
It appears to be blank.
There are a number of places this lives, would have to be condensed.  Look, read, etc.

need to add help pages and other shit for D procs.  Full documentation, as
well as expression parsing.
Subject: oset program/mset program
When no args specified, need to show list and formats
should have something like 'force_char_look()' or something.  Dont want to allow
direct parsing though, builders could get really nasty with that.

virtual line at end of descs!  somethings fucked up in statting routine, doesnt
show last line.

make sure use autotargets properly, as do scrolls and other shit.
still work to be done on use, see fixmes.  One of these is using
keys on lockable thingies.  Also, useworn/useheld should work with
that as well, at least for locks.  Other shit might not make sense.

(#3)
dont forget to add remove/reveal curse spells.
dont forget help pages
famine can no longer be dispelled!  Make sure to add 'remove curse' spell.
Famine should probably be meaner now, and take longer to have an effect.  A
500 hp player should be able to starve to death in about a day, and have the
curse last for seven days total?

(#2)
add sunset strings for areas (timezone fixes)
build setting/statting procs for timezones.
hp for birthdays, :)

Interactives:
Add global variable list.  When found in a string, $(var) creates and sets the
variable 'var' to whatever that string was.  Variables can be used as well, will
be expanded before parsing.
If statements based on vars
Math based on vars, string concatenation perhaps?
trigger/untrigger command.  Sets up global triggers that can occur at any
time.
call/return commands - need stack frames.  Goto nukes entire stack, no proc is
reentrant.
need another waitfor, waitfor object 3267 (vnum)


// for players...
struct quest {
  struct quest *next;
  struct character *giver;
  Timestamp expiration;
  // misc data
}
could use a quest enable command that allows a quest to become active
should be able to have a quest
	require another quest to have been completed
	require q1 and q2 to have been completed
	require q1 or q2 to have been complete
	require q1 has not been completed

command interface:

At questor:
quest list, shows all quests available
quest list , quest , shows specific quest
quest fail , you give up on the specified quest
quest accept , starts you on a given quest vnum

Not at questor:
quests, quest current, shows what quests you currently have pending
quest display , quest help #, quest show #, all show help text of specified current quest

need gunk for one-time/reboot only quests on quest structs
perhaps have temp quests vanish on death?


newbie problem:
----------------------------------------------------------------------
down
look
Bottom of the stairs.
This is the dreaded mud school dungeon.  There are lots of monsters down here,
but they are all locked up in cages so that you can practice on them.  Go
north to find the cages.  To find a cage, try looking or going in a direction.
To open a cage, just type 'open cage' or 'open cage '.

[Exits: north up ]

<20hp 20m 94mv>
open cage
You do not see that here.
----------------------------------------------------------------------
This should return 'The cages are to the north.' or something similar.


/***********************************************************************/
// http/web page stuff
/***********************************************************************/

check http://www.gammon.com.au/mushclient/mushclient.htm, add to clients page

major socket code upgrade, for socket writes.  Also work on http output
parser thingy.
who colors messed up for remotecomm, http, and who.  Should update to use common
scheme, also perhaps implement color code parser some day

put a config entry in for background images
http shit is busted with mozilla.  Need to figure out why, looks like font color is depreciated.


/***********************************************************************/
// misc shit
/***********************************************************************/

put/get should work on containers that are worn, but with lag of 2-4.
Also, should only be able to get/put single objects, not 'all' or 'all.'

(idea) Kralen: small, furry, bundles of energy (teeth, claws, tentacles, etc).. yes, I mean pets :b

alias =j NULL deletes the desc in the alias, but not the alias.

config file line:  debug gdb ../sdttyp2 %d -x data/debug.script -n -q -f -batch  >>crash.log

killing blow for people?  Like you get to set what your killing blow string is?

when you leave a context, you dont necessarily get into another.  Need ot
expand context parse command to move between them.

fix find, snr in ldesc context.

compress option for ldesc editor.  Compresses whitespace without hosing returns

mana flow gunk:  need change character regen, add detection spells
oscillations/history

Object type lockpick, with statting for pick pattern


Should figure out a way to make the direction strings, umm %1 leaves %n or
some shit.  Allow us to have leave strings like "A boulder rolls northward."

wearable mobs, muwahaha.

fix/work on systemstats file

needed for opera/stage -
ability to change fight and ground strings... perhaps restring structs

i would still like good enough mob memory that any creature
will attack on sight anyone who attacked it in the last
mob->int / mob->num_attackers  ticks.
So that if a mob with 30 intelligence is attacked by a group
of 6, it will flawlesly remember to destroy them for 5 ticks.

multiple object types, eg treasure staff

traps on exits and objects

Another code idea -chuckle- mob load probability, a specp for room
programming. id like a percentage load plant that only 'loads' half
the time, based on each instance a player enters the room.

Would it be possible to code killer flags to be city based?
ie a player kills a 'ralnoth citizen' flagged mob, and as a
repercussion gets the 'ralnoth killer' flag. They would only
see the Killer portion, and the rest would be beneath the
visible surface. The player with the killer flag would then be
attacked by cityguards, thantos, etc. and players! BUT, when the
player leaves the city and goes to another, the mobs there
would likely not know he/she/it was a killer.  Or at least
till we come up with extradition code.

do something about lighting/extinguishing candles.  The desc should change or
some shit, its just not obvious whats going on.

as a side issue, we really need to do something about o->level being
positive, negative, and >1000.  Also keep shopkeepers in mind.
change prices on objects when they are bought/sold - how to handle zoneloaded
single sell objects?

have some way to trade in gold for newbie flags... insurance?  hehe.  Adjust pray command, etc.

Subject: oooo offense offense offense
Have a pissiness register on mobs - various acts cause the mobs to get pissy,
and as they get more pissy they get more aggro.  This could work well, have

Ok, we need to work on liq containers.  I need poisons, and I also need
acid to put on my horta.  I want a bag of acid that can eat armor and
other shit.

wst for an area - count shit in it, missing descs, etc.

get wyvrens changes - 
quest specp and steal object specp, in wspecp.c

put in spell affects on objects, instead of just intrinsics.

fix change_str to handle unwielding of weaponry and stuff.

put size restricts on backstab

backstab specp strings - %1 sticks his finger up your ass and twists!

need exclude list of pfiles, for names we dont allow to log in


/***********************************************************************/
// doors
/***********************************************************************/

on doors, a repop string might be of interest.  If the door changes open/closed
state on repop, send the string?  This probably gets into more of the sending of
door strings in general, and probably isnt worth doing.

Subject: door pick string
not the most important thing, and it only means more work..
but if one wanted, it would add more detail and make some doors
more realistic appearing when picking.

allowing doors to have different keys work on them would be really useful.
ie for the 'wooden door' a 'metal key' or 'skeleton key' or 'ring of keys'
retaining the ability to set multiple keys for multiple locks on a door
would be necessary.  ie 'metal key' and 'ring of keys'
some doors just need the option of different single keys. i dont much like
having my mobs carrying several different keys to open frequently used doors,
nor do i like the same key to be on several mobs who may need to use those
doors.


/***********************************************************************/
// rooms
/***********************************************************************/

room 1985:  need to trap on the string 'open cage' or 'open cages' in the room.
This should probably be hooked into a D proc or something.  Have a trigger string
that has to be typed in the room, for example "open cage*", and if that is
done an event is invoked that gets typer as arg1 and string as arg2.  Perhaps
something like interactives for rooms... shit yeah.  Only the interactive handlers
could be permanent.  Have to fiddle with this one.


/***********************************************************************/
// leveling
/***********************************************************************/

rebuild spells and skills shit.  Start by changing skill table names, and start
using something like inline get_skill_level(struct character *p,int index);
make trainer specp, so any level mob can level people to any level.


/***********************************************************************/
// specps
/***********************************************************************/

Need archery specp, for my drow dude.  He needs to be able to shoot
people with arrows in another room.  The arrows should be poisoned,
prereq would be rebuild of liquids.

Throw out everything except interactives and D programs.  Need to figure out what
to do with existing room procs.

for timed objects, a special procedure for loading another object
on vanish would be pretty cool.

i was trying to figure a way for a basin of water to be refilled
every so often.  a specp for liquid containers might not be a bad
idea too, adding %1 to the amount every %2 ticks would be good for
slow drip basins.

water/flood spell.  Temporarily gives a room a water flag. This could be useful
spells like coc, or perhaps lightning bolt, stuff that would have damage increased
by water.  Would also need is_room_water(r) helper proc.

shopkeeper specp for loading shit into inv every %d ticks.

make specp to have my salamander eggs hatch?

object specp #2 - trigger on object timeout, load object/mobs in its place?

Specp to steal by object types.  Make it so the mob will only steal things it
stands a good chance of getting.




/***********************************************************************/
// clan stuff
/***********************************************************************/

Subject: trade specp
could use nother trade specp that takes data1-data4 as vnums.  Anything with correct
stats can be traded in, eg wear flags and other shit is correct.  Will cost the
amount of money in target, possible clan number in trigger, delay/event handler
in rate.

set room board - adds a board to a room?  adds to zoneloading, and other shit.  Hrm.

Need some sort of clan ranking system, say a char from 0 to 100, at 100 youa re a founder or
something?  Either way, need founder type powers for druid and his clan.

put a flag on specp 22 so that anything with the proper flags can be traded in... 
also make it so only the clan dude can trade stuff in.

Clan specific sac strings.



/***********************************************************************/
// spells/skills
/***********************************************************************/

(notify) Help page requested for 'discern'
wierd enough word that could probably make a skill around it.

misc thought:
Squeak says, 'a prac/train gets you classroom %points, but they dont count as much as mastered% point s which are gained by using the skill and getting those "better at it" things'
Squeak says, 'vice versa, in the field %points with no classroom %points to cancel are good but not
nearly as good as mastered %points which you get at a trainer'
Squeak says, 'so people who train skills or bot skills arent as good as people who train and use and train and use ... course all botters got to do is use pracs,a nd all xp monster have to do is put more variety in their playing'
Squeak says, 'code wise its easy have two regs for each skill mastered and otyerwise, + in the otherwise means classroom, - means field , add to a neg becomes amastered, sub from a pos becomes mastered...'
Squeak says, 'effective skill is mastered + 0.25*abs(otherwise) or somehting'

malcolm needs a command mindtrick "mindtrick dentin Malcolm needs a new specp" Dentin sees "You think to yourself, 'Malcolm needs a new specp'"

icy projectiles, perhaps level 12 or so
give them hitroll based on level, they shatter if they fail the ac checks

spell that reqs a staff here.  lays a trail of frost to the victim, then
spikes of ice jut up from ground for damage.  level 20 or so

illusion.  c 'illusion' stuff, where stuff are keywords and shit.
This could get really expensive, so it might be best done as a data file
instead of built in strings.  could be like:

c illusion small red dragon
%1 conjoures a 15 foot tall red dragon with flaming eyes!  But wait, it's an illusion...
Perhaps the wait thing could be the fail versus save or some shit.

change demonfire to cleric
make balefire - like demon in doom II
change hailstone to cleric
make ice shard spell
make the ice spell reqing the staff - trail of frost on ground, spikes jut up for damage

sticks to snakes, gather firewood then cast on it and turn it into snakes.
c 'sticks to snakes' , the snakes attack target


cone of silence - gags hum, say, etc when cast on self, gags say when
cast on room.  When on room, perhaps temp gag of hum flags?  beats me

blizzard should be a long term thing on a room, or perhaps a number of rooms.
Should take several ticks if not longer, and have all kinds of miserable
effects.

cone should have effects in water rooms, eg freezing the ground and perhaps
imprisoning people.  Should also do insane damage to elemental water types
Also, cone should hurt anyone/everyone in the room, but not actually kill
other players... reduce them to 1 hp perhaps, but not kill them.

make ice fog castable?  should probably only be castable on solid ground,
not in air or in water.

cloud kill?  Fills the room with choking green gas, impairs vision, lowers
dex, con (use potion effects in spell list, have it time out on a tick basis),
tick string like chill touch - You cough and wheeze as you try to clear the
gas from your throat.
perhaps noshow nodispel spell like chill touch
maybe this should just be noxious cloud cast on room.
also, noxious cloud on char should kill sneak, hide tho thats probably not
important.
Nox cloud tick string - You choke and gag from breathing the stench cloud surrounding you.
Ok, thing to do here - noxious cloud becomes stinking cloud, same effects.
noxious cloud becomes cloud kill, which is the room effect dealy.



recipe command, for use with brew.
recipe sanc stinkweed hemlock black spam
brew sanc = brew potion inv stinkweed hemlock black spam, or somethign similar

Throw changes:
should also check into having hitroll make some difference.  Get_armor_damage, that type of thing
Also need 5% chance to lose a weapon?

climbing skill of some sort?

make the mailer daemon spell, and the call skill for rangers
Call birds to carry messages, bears and wolves to help you, etc.

sleep spell

Make firestarting skill
Make cooking of stuff with fires?

Add foraging.

forage command - 'there is an abundance of food in this area'
trap on room flags - if no sunlight, foraging gets you bugs and stuff instead of
berries and twigs.  user defined foraging objects per area?  moss and grubs for
dfe, perhaps the occasional sandworm for desert?

Bribe skill needs to be installed, also bribe specp.  Help page is currently
half baked.

Hide needs to wear off when you move.  Also, make shadow?
You notice %1 moving stealthily through the shadows. for walking, lurking in
the shadows for in a stationary room, perhaps with hide.

Need level 1 and level 2 mage/cleric spells

Temp enchantment on a weapon to make it fire/ice/zap based...

put outside restricts on hailstone?

coldfire spell?  like fireball, only cold.

need call lightning... hehe

Scrying?  Whetever the hell it means.

Negative mana casting
Allows you to cast spells at 0 mana by stealing hitpoints, eg severe damage.
If you have wimp on, you will be unable to kill yourself with it.  Conversion
rate would be bad if you didnt have the skill at a reasonable level, and
there would be some associated failure rate as well.

shadow/stalk, thief skill, shadow a mob/player, woudl be good with pkok
basically a follow with no send, and hide while moving

Cleric skill, involving sacrificing stuff.  Should be able to sacrifice
corpses of dragons, etc. (needed because you cant sac really big corpses)

skinning skill
put skin weight on look command?

tailoring?

resurrect spell for clerics,  takes like 1000 mana, turns corpse back into
a creature, would be remarkably useless and not work on player corpses.

make a skill based on face/relative dirs.  If you have the skill, you have a
chance to figure out which way is north... muwahah.  Could name it something
lame like ranger lore, need to think of other things for it to do tho

monster lore skill

Berserk skill!  Warrior go bonkers in battle, muwahaha.  Kills spellcasting,
attach to event queue perhaps?  Unable to flee/wimp.  Also, throws out random
attacks to everything in the room.  Should last a certain number of rounds,
perhaps umm... 15?  Will take movement at each round, some percentage, say
10%.  Better yet, take movement until zero, then drop back into normal mode.

You say, 'maybe thief/warrior skills need to just be lots and lots of tiny shit... so you something
like kick after getting a number of other skills'
You say, 'shit like dexterity 2, and balance, and ...'
roar/shouting?
muwahah, intimidate
protect, for newbies.  dep on rescue?
Squeak says, 'oooo one silly thing is "size up" gives you +hit for a little bit or "study" while in
combat you can learn the enemies tricks, then try and go for killing blow or whatnot'
Squeak says, 'basically before battle you think to yourself, "gee how could i really hrut this guy"'
or other consider derivatives.  Adding armor classes, etc to consider for different skills.
Perhaps even vulnerabilities to various saving throws as a hgih level mage+warrior/thief skill.
Wyvren says, 'yeah timing a "killing blow" woudl be neat'

Tarrant says, 'a warrior skill to use nets and things to capture live creatures'
Squeak says, 'subdue would be cool'
Perhaps generic trapping/training stuff as well

Squeak says, 'ooo warrior skill, works inversely proportional with intelligence: disbelieve, gives you matgic resistance' - probably directly proportional in my world
heh, cleric thing, if we get more gods.  Disbelieve
You say, 'I disbelieve in your god!'
You say, 'suddenly his shit doesnt work on you'

Squeak says, 'hmm what about a skill that makes your damage more proportional to the amount of damage you've done to them... bloodlust or rage or something'

need new thief skill, maybe even just thief level dependent.  Command is
cloak, causes you to use a cape/about body thing to cover everything you
are wearing save shield, sword (rings too if you can see the sword),
on head, about body, and on feet.  Might have the ability to cloak
what you are wielding, so its not intuitively obvious.  Would have to
not work for large size stuff (cant cloak that desk you are wielding, eh?
Makes it so anyone looking at you only sees certain stuff.  Might want to
do this with bitmasks, and perhaps have saves forward/back?  Perhaps two
or three bitmaps for people, one for too low level, one for about same
level, and one for much higher level.  Since the idea behind this is to
have some roleplaying stuff for thieves, should be a learnable skill that
works directly off thief level.  Can still do it if you dont know what you
are doing (havent learned it), but your saves are awful.  Perhaps unimprovable,
like sneak.

Stealth movement skill?  something like you are lagged a lot more, takes a lot
of movement (perhaps on event handler with lag on both sides), and you can come
out in the next room already hiding... muwahaha

[doom] Dentin: I had a dream once and it had thieves in it... one of them used a skill to set up a little hut that was light proof... so he could have light to work on his daggers but not have anyone
find him
[doom] Dentin: I thoguht it was cool at the time, cause it was night time and the thief needed to sharpen his daggers and check all his gear before the job
[doom] Dentin: and he needed light to do things, so he just set up this little tent like deal and did his work

Squeak says, 'ohhhh: chicken shit: your dodge and shit goes up based on how few hps you have, but your attacks go down, thief skill'

something where you silently give/put stuff, instead of get like with palm.  A plant skill:
You say, 'where you plant something on people/mobs'

stalk

circle thief skill
You say, 'the ability to circle past guards to get into somewhere they are guarding'
You say, 'so you get someone to attack the guards, then you try to circle back behind them'

[doom] Dentin: need to make shadow some day as well
[doom] Dentin: kinda like a silent follow/autohide deal

**Squeak: you specify a condition and a spell to cast... it waits for comdition
the  casts it (usually the mana was already used in the contingency spell)
**Squeak: for instance "falling" or "drowning" or "being attacked" or "after death" or at x% hp
**Squeak: its just an action
**Squeak: a lev 20 mage can only have 1, a level 30 can have 2
**Squeak: they are cool for say a ring of cats lives, it has 9 contigencies, one to heal at 5% hp, one to cast fly at falling, etc.

case skill for thieves, tells how much gold someones got.

/***********************************************************************/
// curses
/***********************************************************************/

To: dentin
From: squeak
Subject: room8 post on death
remove flavor from post. the gods = the muds random number generator.

disfavor:   Clerical spells are cast with (curser->cl_level/5) spell level
            penalty. Recall has a curser->cl_level*3 chance to fail.

ennui:      character is tired, but can't sleep. has no soul. is faced with
            the nihilistic abyss and falters. with no hope of redemption
            from the gods, he has no will to live.

attract-lightning:      each tick there is a chance the character is hit by
                        lightning. i think this would be hilarious. every
                        hit does some % damage and stuns for some rounds
                        Firebird twitches in agony as the electricity leaves his body.

attract-rain:     rain constantly follows the character around. he is soggy, and
                  has trouble sleeping what with themoisture. he has +save zap.

squeaky-feet:     curses against sneakers. like squeaky floors but just for that
                  character in any room. he takes a step and all rooms for which exits
                  are bidirectional receive one or two lines of spam. maybe allow
                  double rooms. A horrible squeaking like the sound of a rodent god's
		  fury assaults you from the south.
                  The faint sound of a thousand rodents in agony drifts in from the south.

uncont.-hid.-laugh.:   like the tick strings on haste. the character may stop fighting for no
                       reason, and loses curser->cl_level/2 points of charisma. also
                       all communication is garbled. "You say, 'What are laughing at?'" they see
                       Wiggler says, 'Hehehe Wha ha ha WHat *pffffff* are you laughing at? *rofl*'

dancing-feet:     character loses curser->cl_level/2 points of dex due to his need to dance.
                  movement costs are doubled. ground string perhaps changes to the fandango
		  social.

wanderlust:        character receives wander wanderfast and wanderlust flags.

philanthropy:   character gives people gold. but the right hand knows not what the left
                hand is doing. ONly the reciever gets the string. Giver sees nothing, maybe
                "You feel guilty at angering the gods." The receiver sees "Mixmasterb gives you
                1000 coins.\nMixmasterb whispers to you, 'Shhhh. Take this. I don't need it.
		No thanks needed.'

hiccups:  character starts hiccupping.  Uncontrollably.  Nearby people cant sleep.

check other socials for possible curses 

so basically we have a low level spell curse that randomly chooses a curse,
and specific spells that cost alot more mana and are higher level.

-squeak

Need a babble curse.  Muwahaha.  Hell, need curses in general.  Generic curse
code would be a plus.  Sleepwalking curse?  perhaps sleepwalking too

Vision could give you crummy visions while awake, distract you and other stuff?
Nightmare would wake you up at irregular intervals.

**Squeak: hey D, one curse: if you get one of an item, you feel the need to pick up/wear ALL of those items (same vnum) is that doable (on to the todo list at least)

**Maxx: ohyeah, dentin, can we have an item curse that makes playrs aggro and shit? :)

Subject: more curse stuff
different levels of curse on an object:
auto-wear/no-remove
permanently in your inventory or worn
permanently in your inventory
autowear/replace existing, but removable.  "%s looks so cool, you decide you've just got to use it instead of %s!"
autoget from ground

flag for destruct object upon successful remove curse
'effects apply while in inventory' flag

also add ugliness to the curses list

eating - you automatically get food or butcher it from corpses, and eat anything available in your inventory (even if its poisoned)

add meow curse and fix it up some


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