Behind the Scenes Stuff
Did some more work. Basically I fully implemented attacking when moving and the turn system. Previously only searching activated the turn system and only moving east activated combat(previously I was just testing so I didn't bother to implement it for everything). Now every action except the ones I don't want to take "time" use up turns. Also implemented effects from allowing one to starve or over eat. Right now "starving" status reduces agility and strength by 5 until you get you eat enough. Over eating makes it so you feel sick and moving(and physical combat) take up more action points(5 instead of the normal 1).
Since I haven't yet implemented a "speed" stat for players, being sick from overeating essentially means you can't move or attack until you aren't so stuffed anymore. If I do implement a speed stat(I'm not sure at this point whether or not I want to) then only the fastest of characters would still be able to move or attack when stuffed.
I'm not certain yet if I want to make it possible to directly die from over eating(currently over eating can only get you killed by monsters while you are immobile).
Item Stuff
I also started to implement the identification system/ buc status system. For equipment if you have not identified the item then its "type" will be displayed instead of its name(for example: "Iron Helmet" instead of its real name "Gnomish Helmet").
For "BUC" status(blessed/uncursed/cursed) it is only displayed if you have learned of it. Knowing the identity of an item and its BUC status are two different things and you can know one without knowing the other.
Also I made it so cursed equipment cannot be removed and I implemented the negative and positive effects of cursed/blessed armor.
In my game there are 5 levels of BUC status: Major Curse, Curse, Uncursed, Blessed, Holy
For armor(current number, may change during testing and balacing):
Major Curse: - Armor value of item(decreases your armor, thus increases dmg received).
Curse: -1.5*Armor value
Uncursed: 1*armor value
Blessed: 1.25*armor value
Holy: 1.5*armor value
As you can see cursed items outweigh blessed items in their effects. So you have to be extra careful about trying on items you know nothing about. I haven't yet started on item generation yet but items with Major Curses and Holy items will be very rare.
A quick screen showing off the new item display system:
Link: http://www.flickr.com/photos/26996118@N06/2650749416/sizes/o/
In the screenshot:
A: BUC status known, item not yet identified
B: BUC status unknown, item not yet identified
C: BUC status unknown, item identified
D: BUC status known, item not yet identified
Equipment is the only item type I have implemented this for yet. For food you will always know what kind of food it is but you won't know whether it is cursed or not until you use an in game method to determine that. Cursed food will make you hungrier rather than satiate your hunger.
For potions and scrolls and wands it will be a little more difficult to implement. With those item types I'll need to randomize the "False Names"(as I call them) with pre-written descriptions(such as Gray Potion) so that when you collect multiples of one potion type you will know so without actually knowing what that potion is(it has to be randomized because otherwise the player could memorize the false names and know what it is, thus making the game easier).
Most of the other item types should be pretty easy. I think I'll implement all of those in the same way as equipment(they have a preset "False Name").