Not all enemy monsters get targetted automatically when I press * in e-team. They're all 'enemy' and all can be attacked, but some just don't autotarget when I cycle through. (This is probably fixed since targetting was rewritten)
The relationships between items, item numbers, inventory slots, and whatever you call it when you have 10 items per inventory slot, are weird and confusing. (I'm since told it's actually 100 items, not 10)
Putting monster race default faction into FLAG_FACTION, but putting a monster faction into monster.faction, is weird and unexpected.
Having to do cast_school_spell(x, spell(x)) is redundant.
The AI casting routines shouldn't be in random_cast.lua (Fixed, now they're in engine/ai.lua, and documented)
DarkGod: What do you mean ?
NeilStevens: I was reading your smart cast routines, going nuts because I couldn't find anywhere in the engine all those ai.cast things it references, not in the lua or the C. But then I found them, in engine/ai/random_cast.lua!!!!
Apparently key bindings from the inventory subsystem (and possibly other subsystems) override keypress hooks.
DarkGod: It just needs to be loaded before your own hooks. Or you can pass the parameter no_key_bind to the subsystem and do the bindings yourself. Or you can just redefine inventory.show_inven() and inventory.show_equip() after loading the subsystem(this is probably the nicer option)
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