These first principles are by working out what is noticeable about an item:
- from a distance
- when you pick it up
- when you wield it
- when you hit with it
- over time
I intend to do this by writing on a piece of paper each kind of flag or bonus, and then making five different piles. Other people are welcome to do this too, it'd be interesting to see how people differ.
After that, it's just a case of making it happen.
Bugs tagged as "id":
- #654
- Resting not giving Pseudo-id is pointless
- #664
- refactor get_brand_mult() & pseudo-by-use in attack.c
- #699
- New pseudo and squelch do not fit well together
- #735
- Remove weak pseudo-ID
- #739
- Bonuses for {excellent]/{artifact} items that have been wielded should show up on the character screen and info dump
- #751
- Pseudo level {strange} does not work fully — Longbow of the Nagzul pseudos as {worthless}
- #787
- Allow arrows slays to be learnt on shoot
- #788
- Learn activations by use
- #789
- Add learn-resists-by-use code
- #790
- Learn item flags by use
- #791
- Learn AC bonuses after n monster hits/attempted-hits