The stock weather is very difficult to work with. I, personally hate it. And please think about the whole "code snippet updates" I suggested in a previous thread so that I won't have to re-do my work again on the 1.36 edition >.>
EDIT: Ah, nevermind, just looked at the old post, also I jumped for joy and squealed much like a little girl. I am happy.
Some things I'm adding/have added, that you might like
*looks for his "todo" files*
MpPet - Sets a mob to be the pet of a character
Weapon Types - Hey, Maybe you want an polearm to do slashing damage? Maybe you want a
longsword to do piercing damage? Who knows? The 4th value on a weapon now determines the
proficiency it will use.
Critical hits, with messages, a low chance of a hit doing 1.5x or 2x damage, with a message like:
"Your blade scores a lucky blow just below your opponents chin, slicing his neck open!"
Based off of Weapon Type
Percentile based Resistances/Susceptabilities ( E.G. 50% resistant to flame would cut fire damage in half! )
"Birth" MpTrigger, whenever a mobile is created, it sets off this trigger.
Buildings that are created by the player (Either drops an obj in the room that a player can enter, or makes a new room entirely [The obj would allow any player with the "entered" flag to see the object's short desc instead of a room name, and it's description instead of the room's description, amoung other things. Also sets the object's progs to be triggered instead of the room's progs.])
Ranked Skills - Some skills should have ranks to them, e.g. weapon skills could have ranks (1-5 or something, or even 1-95), and when the player becomes more proficient with these skills, more abilities are unlocked to them.
Traps - Traps could be buyable, and settable by players (Rogues?) or mobs.
Score and Who could be a little bit different... just about every mud uses the defaults (Is already going to change his who and score)
Dynamic MpDamage (MpDamage showing a message, and doing different kinds of damage, e.g. "mpdamage $n fire 400"
Shields having the capability to block magic/arrows.
Changed the saves from Staff, Wand, Breath, Poison, (Whatever the last one was) to Reflex, Will, and Fortitude (Yay 3.5)
Suggested this before, but Weather Effects could be nice.
Pets recalling on death (So that they're a little more special than your average mob)
Skill requirements - (Needing a certain amount of [x], x being a stat/skill/something, or having to be holding/wielding a certain type of object (E.G. a "slash" skill that would be usable when someone is holding a sword))
Skill Learning Requirements (Needs to have a certain amount of [x] to actually learn the skill)
Better multi-class support, I don't think the "class" ifcheck checks for more than just the main class, and whois only shows the first class, as well as the regular "who"
AFF_FEAR - Makes the opponent flee, or leave the room if occupying the same room as the caster
AFF_CONFUSE - high chance to target a random person/obj/mobile in the room when doing any command that requires a target (could be added in at "get_char_in_room" or whatever that function is named.)
Darkness, an individual stat in rooms that determines how much light there is in a room, could work nicely with the conditional roomdescs. (The player would have to cast "light" in order to see all there is to see in the room)
Dice checks for the values of the things being wielded by the character, so that skills can add that into damage.
(Suggestion) Take a look at the Oppositional Dice Formula snippet. I like it :D.
APPLY_WEIGHT + APPLY_HEIGHT for spells like "enlarge" or "reduce"
Factor in height/weight to combat
Restrict certain exits to certain heights?
MpStop command - E.g. a wearprog, with 100 percent, has a line near the top like this:
if weight($n) >= 250
mpecho $n It simply won't fit
It would stop the person from wearing the ring, or in other conditions, from leaving a certain direction, or saying something, basically whatever they did to trigger the prog, the mpstop command would stop the command from going through. Honestly, I have no idea how that could work.
Changing alignments from -1000 - 1000 to a dual axis sort of thing, to more accurately represent a character's alignment?
Change alignment to mean something... any good character can go out to eat a baby, poop on the paladin's doorstep, then kill a bunch of clerics to have their alignment go from 1000 to -1000... and then fend off hordes of zombies to change it right back. How about having alignment mean a little more than that?
All I've got for now. See you later.