#5171
Kicking a tree that has no fruit or bees left in it should occasionally give a message that indicates “there is nothing left to get here, move along” to the player.
Kicking a tree that has no fruit or bees left in it should occasionally give a message that indicates “there is nothing left to get here, move along” to the player.
Kicking towards a pit while standing on dirt floor should fill the pit.
Objects that you kick loose from being embedded in a wall should actually hit the floor, which means that non-gem glass objects should break.
When you deal a spinning back kick with martial arts, it should have an increased chance of knocking back the opponent.
If you kick a wall (or stone terrain), there is a small chance that a rock comes loose from the wall and drops at your feet, or sometimes from the ceiling, in which case it hits you on the head.
A drum of earthquake also causes rocks to randomly be shaken loose from the ceiling in their radius of effect and hit any monster that happens to be on their square.
Kicking a tree should sometimes knock off dead branches (represented in-game as a few clubs). It should be implemented as a third type of tree looting, with its own looted flag, making it non-repeatable on the same tree.
Certain monsters with heavy tails (possibly defined as all slithy monsters, but there could be non-slithy monsters as well) can use tail slam attacks. This could be implemented as a new attack type, but more likely should just be implemented with the regular AT_KICK attack with the messages changed to reflect the tail doing it.
Two new objects, spiked gauntlets and spiked boots. Both are nonmagical and made of iron. Spiked gauntlets give a large damage bonus to unarmed combat and also give more AC than standard gloves. Spiked boots give a large damage bonus to kick attacks, and allow you to walk on ice without slipping, the same as snow boots do.
If you kick a boulder as a giant-race hero (or while polymorphed into one), it starts rolling across the ground as if it came from a rolling boulder trap.
If polymorphed into a sufficiently strong monster, you can force-fight down or kick the ground to cause a shockwave that hits all immediately adjacent ground-bound monsters.
When polymorphed into a monster that has hooves, your kicks deal some extra damage, whether via the kick action or via the polyform’s kick attacks.
Gnome punting: all kicks delivered to gnomes send them flying a few squares. (This also applies if a monster kicks the hero and the hero is a gnome.)
You should be able to kick downwards, presuming you can reach the floor, to deliberately scuff an engraving beneath you. This will be most useful on semi-permanent engravings since a dust engraving can just be wiped out easily and a burnt engraving won’t scuff.
If you are wearing kicking boots, you can kick even when your legs are wounded.
Metal and stone chests can’t be kicked open to break their lock.
Kicking towards a pet causes it to move in a random direction and produces the message “You push Foo aside with your foot.” Not specified what this should do for pets that are too large to move aside, or if the pet has nowhere to go.
Damage from kicking a monster is increased if your boots are metal.
Kicking a tree may summon a couple angry ravens (replacing the bee effect).
If you get a black pudding from kicking a sink and you are hallucinating, print a YAFM “How can you have any pudding if you don’t eat your meat?”
Kicking a wall where there is a secret door will always reveal the door and will never hurt you. This first kick may WHAMMM or crash it open as usual for doors.
Kicking a tree may cause you to get hit by a falling branch and take some damage. (Possibly, the branch has a smallish chance of appearing on the ground as a quarterstaff, but only once per tree).
Apply the digging-a-grave-up behavior (summoning undead, alignment penalties, etc) when a gravestone is kicked over, as well as digging it up. (The substitute for “You unearth a corpse” is to silently create a corpse buried under where the grave used to be.)
Trees can rarely drop slime mold “fruit” when kicked.
When you kick a door that is closed but not locked, it can just crash open and become an open door instead of breaking. This is only if you kick it in one specific direction, deterministic based on its coordinates. Diagonal kicks can count as kicking in that specific direction, but kicking perpendicular or opposite will result in the door breaking like usual. If you kick open a shop door like this and don’t destroy it, the shopkeeper yells at you a bit but doesn’t demand money.
If your character is male, a small percentage of AT_KICK attacks deal double damage to you.
If your legs are unwounded and free, Skilled or better martial arts has a chance of dealing a kick instead of a punch. This has a small to-hit penalty but has better damage. If you want to always punch, you can either attack with F or set an option which prevents you from kicking.
Trees’ fruit is generated along with the tree (possibly buried for code purposes so that it shows up on object detection but not when you just look at the tree, or perhaps just “embedded in the tree” is good enough). When you kick or chop down the tree, this fruit is released rather than generating some fruit on the spot.
If you have at least Basic in martial arts, you cannot injure your leg by kicking.
Turn kicking a door into an occupation: you’ll keep kicking it until you get interrupted somehow, or successfully kick it down.
If you have very high strength, kicking open a door can cause it to be knocked off the hinges and land on top of a monster behind it.
You can stomp your foot by kicking at the ground. This causes noise around you, waking monsters, depending on how much weight you’re carrying. Cannot be done over a certain encumbrance.
Give a different message for when you injure your legs by kicking. Possibly as subtle as “Ouch! That really hurts!”, but could be more explicit like “Ouch! You injured your leg!”
Kicking a tree may generate one or more angry wood nymphs.
Kicking a sink can dislodge a small swarm of sewer rats (and possibly some other random r monsters), or snakes, in addition to its other kick effects. Unlike puddings which are one per sink, these don’t stop coming until they’re extinct.
Kicking a lightweight object into a wall will cause it to “rebound” or “clatter” (for wooden objects) off the wall, not just “Thump!”. The object might move a couple spaces.
Kicking down a door should have a possibility of damaging a creature standing immediately next to it on the other side. This should be guaranteed if you are wearing kicking boots.
Kicking option or game mode which changes your bump attack into kicking.
The chance of breaking items inside a container by kicking it should be based on Strength minus Dexterity. The idea is that more force is likely to smash something, but more control will make it less likely.
Monks, or anyone skilled in martial arts, should be able to kick weapons out of an enemy’s hand.