> #define ROOM_SAFE (1 << 15) /* no attacking in this room */ ROOM_PEACEFUL already does this. > #define ROOM_OUTDOOR_LITE (1 << 16) /* room stays light at night time */ Perhaps, but that will probably be shelved for 3.1. > OUTDOOR_LITE would be very nice as well, though I couldnt seem to find > the code that flips the light/dark on a room last time I went looking. It's done via the IS_LIGHT macro in utils.h. > SECT_UNDERWATER would be a "good thing". Same as WATER_SWIM but causes > damage to pc/mob. Eh.. I'll define it but leave it mostly unimplemented, I suppose. > Make sure to include "NOTELEPORT" as part of NOSUMMON restrictions. > MOB_NOBLIND for mobs that dont see like normal mobs or are immune to it. > MOB_AWARE for mobs that simply cant be backstabed due to circumstances. > (sitting on a throne, or generally in a "protected" position) Ok, I'll add MOB_AWARE. I already added NOBLIND. > For new spells I added, I've included > #define AFF_PROTECT_GOOD (1 << 25) /* new -vamp */ It's there already. > #define AFF_DETECT_GOOD (1 << 26) /* new -vamp */ I collapsed DETECT GOOD and DETECT EVIL into one DETECT ALIGN. > #define AFF_FAERIE_LIGHT (1 << 27) /* new -vamp */ > #define AFF_WIZEYE (1 << 29) /* new -vamp 1/11 */ Not knowing what this is, I won't add it. > #define AFF_FLIGHT (1 << 28) /* new -vamp */ Perhaps. > #define ITEM_LIGHT_SOURCE (1 << 15) /* is a light source -vamp */ 3.1. > #define ITEM_NO_SELL (1 << 16) /* not allowed to sell the item */ Okay.
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