Completely redesigned the TODO list
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TODO
530
TODO
@ -15,316 +15,354 @@ Legend
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Data storage and code flow
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--------------------------
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[ i] Store EVERYTHING in an SQLite3 database
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[ i] * Store EVERYTHING in an SQLite3 database
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[ i] Separate threads for separate jobs. Game thread for accepting players,
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maintenance thread to continuously maintain the database, chat threads for
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different chat protocols, world builder thread for online world building.
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[ i] * Separate threads for separate jobs. Game thread for accepting players,
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maintenance thread to continuously maintain the database, chat threads
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for different chat protocols, world builder thread for online world
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building.
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[ ] All descriptions should be written in a markup language to support bold,
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underline, colours, and such
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[ ] * All descriptions should be written in a markup language to support bold,
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underline, colours, and such
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[f ] Loadable modules for commands, races, classes, etc.
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[f ] * Loadable modules for commands, races, classes, etc.
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Game world
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----------
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* Movement
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- 10 directions (N, E, S, W, NE, NW, SE, SW, U, D)
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- Also, some rooms may have other exits, like portals, which can be ENTER'ed.
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- Doors can be locked or hidden
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[ ] * Movement
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[ i] - 10 directions (N, E, S, W, NE, NW, SE, SW, U, D)
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[ ] - Also, some rooms may have other exits, like portals, which can be
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ENTER'ed.
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[ ] - Doors can be locked or hidden
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[ ] - <mob> arrives from <direction>
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* Planets/Planes
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- Rooms are connected to Planets
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- Planets are connected to Planes
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- Rooms may have different descriptions depending on the Plane the Character
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is active on
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[ i] * Planets/Planes
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[ i] - Rooms are connected to Planets
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[ i] - Planets are connected to Planes
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[ ] - Rooms may have different descriptions depending on the Plane the
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Character is active on
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* Player grouping (AKA Party)
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[ ] * Player grouping (AKA Party or formations)
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[ ] - Group leader (can promote others, demoting themselves)
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[ ] - Maximum group size
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[ ] - Following is not grouping
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* People start in a well-defined start location (randomly selected during
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character generation)
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- All Races have at least one possible start locations
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- The whole world should have one fallback start location (Tree of Memories?)
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[ ] * People start in a well-defined start location (randomly selected during
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character generation)
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[ ] - All Races have at least one possible start locations
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[ ] - The whole world should have one fallback start location (Tree of
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Memories?)
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* Housing system should automatically expand towns (this will be fun to write).
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Maybe a better alternative is to check for free housing and if the amount
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goes too low, manually create some new one.
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- Housing should be decorated with different objects.
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- Houses get untidy over time, so they need to be cleaned
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- House maids
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[ ] * Housing system should automatically expand towns (this will be fun to
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write). Maybe a better alternative is to check for free housing and
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if the amount goes too low, manually create some new one.
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[ ] - Housing can be decorated with different objects ('decoration' item
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flag; can not exceed a maximum number, depending on house size).
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[ ] - Houses get untidy over time, so they need to be cleaned
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[ ] - House maids (for cleaning, and maybe basic cooking)
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[ ] - Houses have a fix price
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[ ] - Locks
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[ ] . Locks of houses not visited occasionally get more and more rusty,
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making it easier to break into them. Burglars can take whatever
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they want!
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[ ] . Locks decompose after a given time, making the house door openable
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and the house accessible to anyone
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[ ] . Fixing the lock requires Mechanics after a given amount of condition
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loss, otherwise a small amount of oil helps
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[ ] . Unowned houses' locks are maintained regularly
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[ ] . Houses must be bought, players can't just occupy an abandoned one
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(or can they? Funny decision to make, maybe it will be
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configurable instead). Abandoned houses instead get occupied by
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town guards, and are sold again after a given time.
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* Inn and Tavern system
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- Characters can set their hometown in an Inn; however, Inns have only a
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limited amount of rooms. Inn rooms cost some amount of gold per day,
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which is pre-paid. If the rent is over, the character's start location is
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set to one of the racial defaults. If the character is online when the
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rent is over, they should get a warning message about this. If the player
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gets an own house, their home location should be automatically set to it
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- Tavern system
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. Tables and chairs
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. Tables are private chat rooms with a maximum number of members
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. Each tavern has a fixed amount of tables and chairs
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. Chairs can be moved from one table to another
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. Tables have a maximum number of chairs (which may vary depending on the
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table's size)
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[ ] * Inn and Tavern system
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[ ] - Characters can set their hometown in an Inn; however, Inns have only a
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limited amount of rooms. Inn rooms cost some amount of gold per day,
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which is pre-paid. If the rent is over, the character's start
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location is set to one of the racial defaults. If the character is
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online when the rent is over, they should get a warning message
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about this. If the player gets an own house, their home location
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should be automatically set to it
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[ ] - Tavern system
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[ ] . Tables and chairs
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[ ] . Tables are private chat rooms with a maximum number of members
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[ ] . Each tavern has a fixed amount of tables and chairs
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[ ] . Chairs can be moved from one table to another
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[ ] . Tables have a maximum number of chairs (which may vary depending on
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the table's size)
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* Item disposal methods
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- Drop
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Dropped items don't generate points, nor money. They also get the dropped
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flag, so they loose some (most) of their property bonuses unless their
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original owner picks them up
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- Donation
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Donated items automatically appear in the nearest donation room (or
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random, maybe). Donations are recorded, and the characters who donate in
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larger amounts and/or more valuable items may get rewards
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- Sacrifice
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Sacrificed items become energy, which the Gods retun as Sacrifice Points.
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- Salvage
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Most items can be salvaged to get some raw materials back
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- Auction
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Items can be auctioned at the Market Squares
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[ ] * Item disposal methods
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[ ] - Drop (DROP <item>)
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Dropped items don't generate points, nor money. They also get the
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dropped flag, so they loose some (most) of their property bonuses
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unless their original owner picks them up
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[ ] - Donation (DONATE <item>)
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Donated items automatically appear in the nearest donation room (or
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random, maybe). Donations are recorded, and the characters who
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donate in larger amounts and/or more valuable items may get rewards
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for public service. Items dropped in donation centers also count as
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donated
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[ ] - Sacrifice (SACRIFICE <item> [to] <god>)
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Sacrificed items become energy, which the Gods retun as Sacrifice
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Points
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[ ] - Salvage (SALVAGE <item>)
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Most items can be salvaged to get some raw materials back. Of
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course, it is way less than the original amount required to craft
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the item. Salvaging may require tools.
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[ ] - Auction (AUCTION <item>)
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Items can be auctioned at the Market Squares
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* Item creation (AKA combining or Professions)
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- Trainers, who know only specific recipes
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- Recipe scrolls (e.g to be dropped by mobs and such)
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- Corpse skinning (only specific corpses)
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- Corpse butching (only specific corpses)
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- Fishing
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- Mining
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- Foraging
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- Blacksmithing
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- Alchemy
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[ ] * Item creation (AKA combining or Professions)
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[ ] - Trainers, who know only specific recipes
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[ ] - Recipe scrolls (e.g to be dropped by mobs and such)
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[ ] - Corpse skinning (only specific corpses)
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[ ] - Corpse butching (only specific corpses)
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[ ] - Fishing
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[ ] - Mining
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[ ] - Foraging
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[ ] - Blacksmithing
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[ ] - Alchemy
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* Companions
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- Combat/Pack animals
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- Mounts (may also act as combat/pack animals)
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- Charming
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- Servants, pages
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[ ] * Companions
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[ ] - Combat/Pack animals
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[ ] - Mounts (may also act as combat/pack animals)
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[ ] - Charming
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[ ] - Servants, pages
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* Gods
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- Gods may be chosen upon character creation (for wMUD, a character MUST have
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at least two Gods)
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- Sacrifices
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- Prayers
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[ ] * Gods
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[ ] - Gods may be chosen upon character creation (for wMUD, a character MUST
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have at least two Gods in Iminiru. Amount should be configurable)
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[ ] - Sacrifices
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[ ] - Prayers
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* Reputation system
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[ ] * Reputation system
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* Player Clans
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o Clan bank
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o Clan wars (Players from a Guild may PK players from another Guild if the
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two Guilds are in war with each other)
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[ ] * Player Clans
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[ ] - Clan bank
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[ ] - Clan wars (Players from a Guild may PK players from another Guild if
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the two Guilds are in war with each other)
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* Item types
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- Armour/Clothing
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. Shields
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- Weapon
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. Ballista
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. Bashing
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. Bow
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. Crossbow
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. Club
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. Knuckle
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. Lash
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. Net
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. Piercing
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. Slashing
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. Whip
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- Potion
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- Poison (appliable to weapons)
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- Food/Water/Alcohol/Sugar
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- Light
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. Maybe these objects (or some of them) should be seen in the dark
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- Spell reagent
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- Material
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- Artifacts
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- Containers
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. Bags
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[ ] * Item types
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[ ] - Armour/Clothing
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[ ] . Shields
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[ ] - Weapon
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[ ] . Ballista
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[ ] . Bashing
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[ ] . Bow
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[ ] . Crossbow
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[ ] . Club
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[ ] . Knuckle
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[ ] . Lash
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[ ] . Net
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[ ] . Piercing
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[ ] . Slashing
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[ ] . Whip
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[ ] - Potion
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[ ] - Poison (appliable to weapons)
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[ ] - Food/Water/Alcohol/Sugar
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[ ] - Light
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[ ] - Spell reagent
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[ ] - Material
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[ ] - Artifacts
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[ ] - Containers
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[ ] . Bags
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[ ] . Chests
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* Death system, Rebirth
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[ ] * Death system, Rebirth
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* War Machines
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[ ] * War Machines
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* Shops
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- Most shops should open/close depending on the in-game time
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[ ] * Shops
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[ ] - Most shops should open/close depending on the in-game time
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* Skills/Spells/Talents granted by the Gods
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- Fear
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[ ] * Skills/Spells/Talents granted by the Gods
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[ ] - Fear
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* Magic Profession
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[ ] * Magic Profession
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* Fighting Professions with practicing
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- Disarm
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- Dual Wield
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- Stun
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[ ] * Fighting Professions with practicing
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[ ] - Disarm
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[ ] - Dual Wield
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[ ] - Stun
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* The whole system should be built with class support, although wMUD will
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technically have only one "Adventurer" class. Also, multiclassing should be
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possible
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[ ] * The whole system should be built with class support, although wMUD will
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technically have only one "Adventurer" class. Also, multiclassing
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should be possible
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* Character aging, with racial maximum age. When a character is too old, they
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can retire (e.g they will become story tellers or such), or die and rebirth.
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Reborn characters have a bonus to their maximum age. Upon rebirth they create
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a totally new character, with all their old data remaining in the database.
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Reborn characters have the possibility to regain all their old powers after a
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few years
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[ ] * Character aging, with racial maximum age. When a character is too old,
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they can retire (e.g they will become story tellers or such), or die
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and rebirth. Reborn characters have a bonus to their maximum age.
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Upon rebirth they create a totally new character, with all their old
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data remaining in the database. Reborn characters have the possibility
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to regain all their old powers after a few years
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* Quests
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o Quests given by NPCs
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o Player creatable quests
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o Character bounty, which can be placed by other characters for a fee (should
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be enabled per world), or NPCs.
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[ ] * Quests
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[ ] - Quests given by NPCs
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[ ] - Player creatable quests
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[ ] - Character bounty, which can be placed by other characters for a fee
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(should be enabled per world), or NPCs.
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* In-game chat (whisper, say, shout, emotes, group/party, guild). Guild chat
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should be accessible without entering the game (from the Circle-like main
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menu), or even via IRC or something like that
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[ ] * In-game chat (whisper, say, shout, emotes, group/party, guild). Guild
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chat should be accessible without entering the game (from the
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Circle-like main menu), or even via IRC or something like that
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* Speedwalking?
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[ ] * Speedwalking?
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* Arenas
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[ ] * Arenas
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* Mercy mob flag: mobs will stop attacking if their enemy is unable to fight
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any more
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[ ] * Mercy mob flag: mobs will stop attacking if their enemy is unable to
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fight any more
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* Mobs should be able to wear/wield items, have an inventory, have Skills,
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Spells and Talents
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[ ] * Mobs should be able to wear/wield items, have an inventory, have Skills,
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Spells and Talents
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* Sneaking, thieving, robbery
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- A mob may steal stuff from you, you may detect it, and maybe able to catch
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it and get your stuff back. However, killing them in a city may result in
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punishment by the guards.
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- Player killing/thieving should be enabled/disabled per world
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[ ] * Sneaking, thieving, robbery
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[ ] - A mob may steal stuff from you, you may detect it, and maybe able to
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catch it and get your stuff back. However, killing them in a city
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may result in punishment by the guards.
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[ ] - Player killing/thieving should be enabled/disabled per world
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* Gossips
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- Bragging NPCs: if a character gets killed by a specific NPCs, those NPCs
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will humiliate that character for a while
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[ ] * Gossips
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[ ] - Bragging NPCs: if a character gets killed by a specific NPCs, those
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NPCs will humiliate that character for a while
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* Weapon USE: wielded weapons may do something (like cast spells or such) if a
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specific attribute is set. The item spell should recharge over time, or
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recharge upon a specific condition
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[ ] * Weapon USE: wielded weapons may do something (like cast spells or such)
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if a specific attribute is set. The item spell should recharge over
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time, or recharge upon a specific condition
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* Money (with the possibility to create several money types, like different
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currencies for different Races or Countries)
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[ ] * Money (with the possibility to create several money types, like
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different currencies for different Races or Countries)
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[ ] - Money has weight
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* Banks
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- Money deposit (with interest in some banks)
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- Storage, for a fee
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- Loans
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[ ] * Banks
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[ ] - Money deposit (with interest in some banks)
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[ ] - Storage, for a fee
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[ ] - Loans
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* All looted items should be used in some way or another. Sacrifice is a common
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way, but some items may be milled (e.g bones and herbs) or disassembled
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(e.g Mechanics objects or armour), others may be used as raw materials.
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Extracted body parts (e.g blood or meat) should decompose over time, even
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in an inventory, unless put in a special container
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[ ] * All looted items should be used in some way or another. Sacrifice is a
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common way, but some items may be milled (e.g bones and herbs) or
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disassembled (e.g Mechanics objects or armour), others may be used as
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raw materials. Extracted body parts (e.g blood or meat) should
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decompose over time, even in an inventory, unless put in a special
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container
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* Object affects and attribute modifiers, like an earring which make the
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character deaf. These affects may be hidden, and even delayed (e.g the
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character puts on the earring that gives a high amount of charisma, but
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after wearing it for a specific time, they will become deaf, and they will
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have no idea what caused it. The same object can also be cursed, so it
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cannot be removed except by some professional magicians
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[ ] * Object affects and attribute modifiers, like an earring which make the
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character deaf. These affects may be hidden, and even delayed (e.g the
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character puts on the earring that gives a high amount of charisma,
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but after wearing it for a specific time, they will become deaf, and
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they will have no idea what caused it. The same object can also be
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cursed, so it cannot be removed except by some professional magicians
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* Item modifiers, like sharpening stones
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[ ] * Item modifiers, like sharpening stones
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* Item durability. Items must have a Profession and a Profession Level
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associated to them to show who can repair it
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[ ] * Item durability. Items must have a Profession and a Profession Level
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associated to them to show who can repair it
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* <mob> arrives from <direction>
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[ ] * Mob glowing (e.g they will be unable to sneak)
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* Mob glowing (e.g they will be unable to sneak)
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[ ] * Polls
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* Polls
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[ ] * Configurable prompt
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* Configurable prompt
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[ ] * Marriage?
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* Marriage?
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[ ] * Character titles, which can be rewards for quests, or be bought for a
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high amount of money
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* Character titles, which can be rewards for quests, or be bought for a high
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amount of money
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[ ] * Spirit world
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[ ] - Some rooms (at least one) should be marked as Spirit World. Upon
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death, characters get the DEAD flag, and get to this room. They must
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find their way to remove the DEAD flag, and/or find a way back to
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the real world.
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* Spirit world
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- Some rooms (at least one) should be marked as Spirit World. Upon death,
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characters get the DEAD flag, and get to this room. They must find their
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way to remove the DEAD flag, and/or find a way back to the real world.
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[ ] * Blood may remain on the floor during a fight (even without a kill)
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* Blood may remain on the floor during a fight (even without a kill)
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[ ] * Special rooms
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[ ] - Death trap rooms
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[ ] - Regeneration rooms
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[ ] - Teleportation objects (portal machines) and rooms (elevators)
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* Special rooms
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o Death trap rooms
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o Regeneration rooms
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o Teleportation objects (portal machines) and rooms (elevators)
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[ ] * Languages
|
||||
|
||||
* Languages
|
||||
[ ] * Books
|
||||
|
||||
* Books
|
||||
[ ] * Rivers should have some kind of a current. If you get into a river (even
|
||||
on a boat, or by swimming), it will move you automatically somewhere
|
||||
|
||||
* Rivers should have some kind of a current. If you get into a river (even on a
|
||||
boat, or by swimming), it will move you automatically somewhere
|
||||
[ ] * Gambling (may be illegal in some towns ;) )
|
||||
|
||||
* Gambling (may be illegal in some towns ;) )
|
||||
[ ] * Guides that can be payed for. E.g in a big city, a guide can lead you to
|
||||
the Inn, or something like that for a small fee.
|
||||
|
||||
* Guides that can be payed for. E.g in a big city, a guide can lead you to the
|
||||
Inn, or something like that for a small fee.
|
||||
[ ] * Automatically hiding/appearing exits (e.g to create mazes or to hide
|
||||
stuff)
|
||||
|
||||
* Automatically hiding/appearing exits (e.g to create mazes or to hide stuff)
|
||||
[ ] * Mailing
|
||||
|
||||
* Mailing
|
||||
[ ] * Abilities
|
||||
[ ] - Rolled upon character creation
|
||||
[ ] - May be trained (ability training may be enabled/disabled system wide)
|
||||
[ ] - There should be a racial maximum
|
||||
[ ] - May be modified by affections and worn items
|
||||
[ ] - May increase/decrease with age
|
||||
|
||||
* Abilities
|
||||
- Rolled upon character creation
|
||||
- May be trained (ability training may be enabled/disabled system wide)
|
||||
- There should be a racial maximum
|
||||
- May be modified by affections and worn items
|
||||
- May increase/decrease with age
|
||||
|
||||
* Tattoes, scars, piercings, etc.
|
||||
[ ] * Tattoes, scars, piercings, etc.
|
||||
|
||||
Commands
|
||||
--------
|
||||
|
||||
* Commands already defined in Zim Wiki:
|
||||
- DROP
|
||||
- GET
|
||||
- PRACISE/PRACTICE
|
||||
- PRAY
|
||||
- RECALL should take back the character to their house, or the Inn room they
|
||||
have rented. Specific rooms may have a flag so there must be no recall from
|
||||
them (this should also mean that upon logout/login, the character will get
|
||||
back to this room)
|
||||
- SURVEY
|
||||
- TALE
|
||||
[ ] * Commands already defined in Zim Wiki:
|
||||
[ ] - DROP
|
||||
[ ] - GET
|
||||
[ ] - PRACISE/PRACTICE
|
||||
[ ] - PRAY
|
||||
[ ] - RECALL
|
||||
Take back the character to their house, or the Inn room they have
|
||||
rented. Specific rooms may have a flag so there must be no recall
|
||||
from them (this should also mean that upon logout/login, the
|
||||
character will get back to this room)
|
||||
[ ] - SURVEY
|
||||
[ ] - TALE
|
||||
|
||||
* Commands that should be present
|
||||
- AFFECTS to show all the spells that affects the character (spell name,
|
||||
apply count, duration, applier name)
|
||||
- SCORE to show the player's statistics
|
||||
- INVENTORY to show the character's inventory
|
||||
- EQUIPMENT to show the equipped items
|
||||
- AUTOEXIT to toggle exit display on LOOK
|
||||
- LOOK
|
||||
- EXITS
|
||||
- EXAMINE should be an alias to LOOK, except it should work only on objects
|
||||
- CONSIDER
|
||||
- SET
|
||||
. AUTOLOOT [OFF]
|
||||
. AUTOSKIN [OFF]
|
||||
. AUTODRAIN [OFF]
|
||||
. AUTOSPLIT [OFF]
|
||||
. COLOR [ON ]
|
||||
. AUTOLOOK [ON ]
|
||||
. WIMPY [OFF]
|
||||
. AUTOCONSUME [OFF] (To automatically consume food and drink when
|
||||
hungry/thirsty)
|
||||
. GROUPINV [ON ]
|
||||
. PAGELENGTH [30 ]
|
||||
- BURY/DIG
|
||||
- EQUIP/WIELD
|
||||
- IGNORE/UNIGNORE
|
||||
- WHO/WHOIS
|
||||
- QUIT should exit the game
|
||||
- LOGOUT should go back to intro menu
|
||||
- USE may use objects in hand (map, weapons with spells, etc.), or in room
|
||||
(buttons, levers, etc.)
|
||||
[ ] * Commands that should be present
|
||||
[ ] - AFFECTS
|
||||
Shows all the spells that affects the character (spell name, apply
|
||||
count, duration, applier name)
|
||||
[ ] - SCORE
|
||||
Shows the player's statistics
|
||||
[ ] - INVENTORY
|
||||
Shows the character's inventory
|
||||
[ ] - EQUIPMENT
|
||||
Shows the equipped items
|
||||
[ ] - LOOK
|
||||
[ ] - EXITS
|
||||
[ ] - EXAMINE should be an alias to LOOK, except it should work only on objects
|
||||
[ ] - CONSIDER
|
||||
[ ] - SET
|
||||
[ ] . AUTOLOOT [OFF]
|
||||
[ ] . AUTOSKIN [OFF]
|
||||
[ ] . AUTODRAIN [OFF]
|
||||
[ ] . AUTOSPLIT [OFF]
|
||||
[ ] . AUTOEXIT [ON ]
|
||||
[ ] . COLOR [ON ]
|
||||
[ ] . AUTOLOOK [ON ]
|
||||
[ ] . WIMPY [OFF]
|
||||
[ ] . AUTOCONSUME [OFF]
|
||||
(To automatically consume food and drink when hungry/thirsty)
|
||||
[ ] . GROUPINV [ON ]
|
||||
[ ] . PAGELENGTH [30 ]
|
||||
[ ] - BURY/DIG
|
||||
[ ] - EQUIP/WIELD
|
||||
[ ] - IGNORE/UNIGNORE
|
||||
[ ] - WHO/WHOIS
|
||||
[ ] - QUIT
|
||||
Exits the game
|
||||
[ ] - LOGOUT
|
||||
Goes back to the intro menu
|
||||
[ ] - USE
|
||||
Use objects in hand (map, weapons with spells, etc.), or in room
|
||||
(buttons, levers, etc.)
|
||||
|
||||
Materia Magica command list
|
||||
---------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user