You are in a blueprint for cow

Things to do

[ ] fix the ' ' open in a new window when displaying search results
[ ] finish the third trainer who assigns tasks so a player has then weather in training or not (a telepathic trainer)
[ ] find fails to returns an object if your search found one object with a matching name (not class)
find chaotic bob
[ ] make the messages added to a location show 'someone' or 'something' if its dark and not lit
[ ] some commands can delimit by ' and ' or ', ' and execute the same command for each object found eg: delete the fig and the goat and the brick
[ ] get lists working with SQL : msg $loc,$actor,$actor,0,'force',"force:look $target,list,health>10";
[ ] fixup the trading now 'something' is a valid object!
[ ] re-work all objects code to use multiset where possible
[ ] scoreboard using something like this:
select a.class,a.info,b.class,b.name from objects as a left join objects as b on a.loc = b.obj_id where a.class='dodge' or a.class like 'aim' order by b.obj_id
[/] transfer wealth command between player and owned objects
[/] poke prod and push to optionally use $second
[ ] encrypt passwords
[ ] use passwords as tags so there can be multiple owners etc..
[ ] show hosted objects as 'wolis wielding a straw, wearing a hat and holding a cup'
[ ] change style based on name of object so a small cat uses a smaller style (smaller font)
[ ] make object export/import work through daisy-chain
[ ] standardize the trigger keywords.
[/] finish the cowscript manual - make an object for each corscript statement like the news room
[ ] mlist frame blanks updates window title when new msgs recieved.. x seconds timeout clears it '2 in cow *' -> '2 in cow' after 8 seconds.
[ ] find_object should also use extra text to find a match.. possibly pose too. eg 'get the sleeping cat' 'get the postcard for xiii'
[ ] revert obj ids back to $class $name for display in cmd history and use with cmd recorder.

New commands
[ ] list pending tasks (all objects classed 'task' within the $actor)
[ ] a new command where you would type compass and then the name of the place you want to go to. it would say something like; go down the cobbled path. and you would keep doing that until you got where you wanted to go. Could be a good way to replace 'goto' in the case where good gaming makes the need of making things more difficult.

Things to debug
[ ] nbsp ; and plus gets converted to a space when editing
[ ] plus being converted into a space
[ ] ampersand stops editing from being saved
[ ] brackets stop editing from being saved
[ ] when renaming, it finds parital colour match for a colour.. not a good idea.
[ ] single bracket in cmd or say breaks code.

Things to code
[ ] a complete economy - need to find some way of consuming pennies more
[ ] cmd recorder to build up a macro of commands 'go north. go library'
[ ] a conversation system like the battle system but noone gets killed
[ ] a games system like the battle system for things like chess or tennis

Funny things to do
[/] a random location builder object - the small beetle - in development.
[ ] a radio station sending messages to anyone who have bought some kind of radio reciever.
[ ] a railway connecting main/most popular places in COW. May rquire buying ticket before entering it.
[ ] commands that expire after n uses - ie buy teleport for 100 pennies and you can use it 3 times then it dissapears and you have to buy another (or recharge it)
[ ] a librarian for the library to guide people to different books
[/] gem's messages should be better handled for leaving and arriving and with an evolutive ramdomization.
[/] a dog that follows each new player, that dog would have a little recorder wich records all interractions betwen players and the dog. There must be for the player some kind of possibility to make the dog stop following him, as giving a bone to the dog.The dog has to be clingy.
[ ] a theater where the players can see the best recorded interactions with de dog.
[/] a telephone or microphone->loud speaker pair of objects conveying sound from one location to another.
[ ] a child who you would have to take care of like a pet (needs like food and shelter. you could make it that you can code an item to be food or you can buy it from the baker) the child would drift around like the mouse and would perform random interactions with other players that you would set. If you wanted a child all you would have to do is: when you log in, type in the name of the child(if you wanted one) into the box provided. the child would follow you around for a while and ask preset questions and then you would start to get control over wha actions he does.

Logistically how do we..
[ ] A sensible way for two or more objects to carry on a conversation.. using tickloc or similar.. or a trigger from the other objects that is has said its lines - good for little plays or soap-operas.
note: one could tickloc and the other reply.
[ ] find a path from one location to another (how do we go from the bakery to the comic book following standard doorways - no teleport) compass will need this logic. With an option to find the current Jemilly :)

Old bits and pieces I have thought of doing
[ ] walking books of advanced commands - unnamed.. have to read it to find out what they are.
[ ] only catch ball if it was thrown ..
[ ] stop ability to look for duration (after a zap)
economy thoughts extended
field tickhours and converts water from pump into grain
mill turns grain from field into flour
bakery turns mill flour and pump water into bread
Code