425 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			425 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| wMUD TODO file
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| ==============
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| 
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| This file is continuously migrated into the Zim wiki (later it will become
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| media or dokuwiki).
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| 
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| Legend
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| ------
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| 
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| [  ] planned
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| [f ] feature request added to flyspray
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| [ i] implementation began
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| [XX] finished
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| 
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| Game world
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| ----------
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| 
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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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| [  ]   - Races may have at least one possible start locations, so different
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|            races can start at different locations
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| [  ]   - The whole world should have one fallback start location (Tree of
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| 	   Memories?). Characters with no specified starting locations will
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|            start the game here.
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| 
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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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| [  ]   - To make the decision if a town actually needs new houses, some
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|            statistics are required.
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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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| [  ]     . Players may occupy an abandoned house if the world is configured to
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| 	     enable it. Otherwise abandoned houses get occupied by town guards,
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|              and are sold again after a given time.
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| 
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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 if not occupied
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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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| 
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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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| 
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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) (item flag
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| 	  'recipe'; custom fields must be added for Profession ID and recipe
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|           ID)
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| [  ]   - Corpse skinning (only corpses of mobs with the 'skinnable' flag)
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| [  ]   - Corpse butching (only corpses of mobs with the 'butchable' flag)
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| [  ]   - Fishing (only in rooms with the 'fishing' flag)
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| [  ]   - Mining (only if the room has an item with the 'minable' flag)
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| [  ]   - Foraging (only if the room has an item with the 'foragable' flag)
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| [  ]   - Blacksmithing (only if the room has an item with the 'anvil' flag, and
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|            the character has an item with the 'blacksmith-hammer' flag)
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| [  ]   - Alchemy (some recipes may require an item in the room with the
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|            'alchemytools' flag)
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| 
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| [  ] * Companions
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| [  ]   - Combat/Pack animals
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| [  [   - May be rented
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| [  ]   - They should also advance in age
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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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| 
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| [  ] * Gods
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| [  ]   - Gods may be chosen upon character creation. Amount is configurable.
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|            (for Iminiru, a character MUST have at least two Gods) 
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| [  ]   - Sacrifices
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| [  ]   - Prayers
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| 
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| [  ] * Reputation system
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| 
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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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| 
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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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| 
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| [  ] * Death system, Rebirth
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| 
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| [  ] * War Machines
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| 
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| [  ] * Shops
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| [  ]   - Most shops should open/close depending on the in-game time
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| 
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| [  ] * Skills/Spells/Talents granted by the Gods
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| [  ]   - Fear
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| 
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| [  ] * Magic Profession
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| 
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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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| 
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| [  ] * The whole system should be built with class support, although Iminiru
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| 	 will technically have only one "Adventurer" class. Also, multiclassing
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|          should be possible
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| 
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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 reborn.  Reborn characters have a bonus to their maximum age. Upon
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| 	 rebirth they create a totally new character, with all their old data
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| 	 remaining in the database. Reborn characters have the possibility to
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|          regain all their old powers after a few years
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| 
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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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| 
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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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| 
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| [  ] * Speedwalking?
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| 
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| [  ] * Arenas
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| 
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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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| 
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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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| 
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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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| 
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| [  ] * Gossips
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| [  ]   - Bragging NPCs: if a character gets killed by specific NPCs, those
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|            NPCs will humiliate that character for a while
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| [  ] * Item modifiers, like sharpening stones
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| 
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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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| 
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| [  ] * Mob glowing (e.g they will be unable to sneak)
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| 
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| [  ] * Polls
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| 
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| [  ] * Configurable prompt
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| 
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| [  ] * Marriage?
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| 
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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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| 
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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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| 
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| [  ] * Blood may remain on the floor during a fight (even without a kill)
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| 
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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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| 
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| [  ] * Languages
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| 
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| [  ] * Books
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| 
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| [  ] * Rivers should have some kind of a current. If you get into a river (even
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|          on a boat, or by swimming), it will move you automatically somewhere
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| 
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| [  ] * Gambling (may be illegal in some towns ;) )
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| 
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| [  ] * Guides that can be payed for. E.g in a big city, a guide can lead you to
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|          the Inn, or something like that for a small fee.
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| 
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| [  ] * Automatically hiding/appearing exits (e.g to create mazes or to hide
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|          stuff)
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| 
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| [  ] * Mailing
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| 
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| [  ] * Abilities
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| [  ]   - Rolled upon character creation
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| [  ]   - May be trained (ability training may be enabled/disabled system wide)
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| [  ]   - There should be a racial maximum
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| [  ]   - May be modified by affections and worn items
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| [  ]   - May increase/decrease with age
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| 
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| [  ] * Tattoes, scars, piercings, etc.
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| 
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| [  ] * Lights that shine on each other and on the world
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| 
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| Commands
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| --------
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| 
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| [  ] * Commands already defined in Zim Wiki:
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| [  ]   - DROP
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| [  ]   - GET
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| [  ]   - PRACISE/PRACTICE
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| [  ]   - PRAY
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| [  ]   - RECALL
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| 	   Take back the character to their house, or the Inn room they have
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| 	   rented. Specific rooms may have a flag so there must be no recall
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| 	   from them (this should also mean that upon logout/login, the
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|            character will get back to this room)
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| [  ]   - SURVEY
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| [  ]   - TALE
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| 
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| [  ] * Commands that should be present
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| [  ]   - AFFECTS
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| 	   Shows all the spells that affects the character (spell name, apply
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|            count, duration, applier name)
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| [  ]   - SCORE
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|            Shows the player's statistics
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| [  ]   - INVENTORY
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|            Shows the character's inventory
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| [  ]   - EQUIPMENT
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|            Shows the equipped items
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| [  ]   - LOOK
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| [  ]   - EXITS
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| [  ]   - EXAMINE should be an alias to LOOK, except it should work only on objects
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| [  ]   - CONSIDER
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| [  ]   - SET
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| [  ]     . AUTOLOOT    [OFF]
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| [  ]     . AUTOSKIN    [OFF]
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| [  ]     . AUTODRAIN   [OFF]
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| [  ]     . AUTOSPLIT   [OFF]
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| [  ]     . AUTOEXIT    [ON ]
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| [  ]     . COLOR       [ON ]
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| [  ]     . AUTOLOOK    [ON ]
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| [  ]     . WIMPY       [OFF]
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| [  ]     . AUTOCONSUME [OFF]
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| 	     (To automatically consume food and drink when hungry/thirsty)
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| [  ]     . GROUPINV    [ON ]
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| [  ]     . PAGELENGTH  [30 ]
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| [  ]   - BURY/DIG
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| [  ]   - EQUIP/WIELD
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| [  ]   - IGNORE/UNIGNORE
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| [  ]   - WHO/WHOIS
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| [  ]   - QUIT
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|            Exits the game
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| [  ]   - LOGOUT
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|            Goes back to the intro menu
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| [  ]   - USE
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| 	   Use objects in hand (map, weapons with spells, etc.), or in room
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|            (buttons, levers, etc.)
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| 
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| Materia Magica command list
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| ---------------------------
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| 
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| $ = gold
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| . = shout
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| / = chat
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| ; = formtalk
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| ? = help
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| 
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| away affects affected auction align alias alliance bury build backstab bash
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| breathe bank cast channels combat ctf clear cls commands consider chat clan
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| clantalk ct close charge chess changes credits class challenge description
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| donate dream dig drink drop disarm dismount effects evoke equipment examine
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| enter extinguish emote eat empty equip fill feed flee friends faction formation
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| ft feign get gold give grab grapple guide gohome hitch help hold herald hint
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| hide history home inventory invoke ignore kill kick knock look light levels
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| lock locker lay mix memorize mail marks mount news novice notify order open
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| practice pktalk pray pick put pull push play protocols page quest quit rest
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| read report rules relay reply remove run recall rewardunit religion raise snare
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| sit stand sweep score socials skills scan survey say sayto shop shout search
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| sacrifice set sleep sneak ship steal shift slit strike tell tag time termreset
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| typo title turn take throw track train unhitch use unequip unlock vendor
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| visible version wield who whisper weather wimpy wear write wake where yell
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| 
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| CircleMUD commands
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| ------------------
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| 
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| POS_DEAD
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| 
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| ; advance alias at autodrain autoexit autoloot ban brief bug clear cls color
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| commands compact credits date dc display freeze gecho handbook hcontrol help
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| holylight idea immlist imotd inventory invis last levels load motd mute
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| noauction nogossip nograts nohassle norepeat nosummon notell notitle nowiz olc
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| page pardon policy poofin poofout prompt purge qecho quest qui quit reload
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| reroll restore return roomflags score set show shutdow shutdown slowns snoop
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| socials stat switch syslog teleport tell thaw time title toggle trackthru typo
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| unaffect unban ungroup uptime users version vnum vstat who whoami wimpy wizlist
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| wizlock wiznet zreset
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| 
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| POS_FIGHTING
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| 
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| assist bash flee hit kick kill murder rescue
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| 
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| POS_RESTING
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| 
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| : ' applaud ask beg bleed blush brb burp cackle chuckle clap comb comfort
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| consider cough cringe cry cuddle curse diagnose donate drink drool drop eat
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| emote exits fart flirt follow fondle french frown fume gasp get giggle give
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| glare gold grab greet grin groan grope group grovel growl hiccup hide hold
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| holler hop house hug insult junk kiss laugh lick look love massage moan nibble
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| nod nudge nuzzle order pat peer point poke ponder pout practice puke punch purr
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| put qsay quaff read recite remove report rest roll say scream shake shiver
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| shout shrug sigh sing sip sit slap smile smirk snap snarl sneeze snicker sniff
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| snuggle spank squeeze stand stare steam stroke sulk tackle take taste taunt
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| thank think tickle twiddle visible wave wear weather where whine whisper
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| whistle wield wink worship yawn yodel
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| 
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| POS_SITTING
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| 
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| accuse cast close examine lock open pray split unlock use
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| 
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| POS_SLEEPING
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| 
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| auction daydream echo equipment force gossip goto grats gsay gtell info news
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| noshout reply save send skillset sleep snore transfer wake wizhelp
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| 
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| POS_STANDING
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| 
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| backstab balance bounce bow bury buy check curtsey dance deposit dig down drain
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| east embrace enter fill flip leave list mail north offer pick pour receive rent
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| ruffle sell sneak snowball south spit steal strut tango track up value west
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| wiggle withdraw write
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| 
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| Fill-in words:
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| 
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| in from with the on at to
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| 
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| Reserved words:
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| 
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| a an self me all room someone something
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