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Add better SPECIAL description
1 parent d108b8d commit c82fc02

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4 files changed

+69
-11
lines changed

4 files changed

+69
-11
lines changed

public/scripts/tailwind.config.js

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@@ -29,7 +29,9 @@ export const theme = {
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},
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fontSize: {
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/* https://github.com/evilmartians/mono?tab=readme-ov-file#font-size-and-legibility */
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lg: ["25px", "28px"],
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rg: ["15px", "24px"],
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md: ["20px", "32px"],
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lg: ["25px", "36px"],
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},
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fontFamily: {
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mono: "Martian Mono",

src/Data/Special.elm

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@@ -251,25 +251,77 @@ description : Type -> String
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description type_ =
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case type_ of
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Strength ->
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"Raw physical strength. A high Strength is good for physical characters."
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"""Raw physical strength. A high Strength is good for physical characters.
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Affects:
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- max HP
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- Unarmed, Melee Weapons skill %
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- unarmed and melee damage
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- required to handle weapons effectively
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"""
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Perception ->
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"The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter."
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"""The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter.
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Affects:
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- perception level (fights/ladder/map awareness and effective movement)
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- ranged distance penalty
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- ranged chance to hit
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- sequence
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- First Aid, Doctor, Lockpick, Traps skill %
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"""
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Endurance ->
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"Stamina and physical toughness. A character with a high Endurance will survive where others may not."
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"""Stamina and physical toughness. A character with a high Endurance will survive where others may not.
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Affects:
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- max HP
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- tick heal percentage
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- mitigation of critical attacks
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- Outdoorsman skill %
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"""
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Charisma ->
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"A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words."
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"""A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.
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Affects:
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- Speech, Barter skill %
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"""
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Intelligence ->
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"Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character."
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"""Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.
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Affects:
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- skill points gained per level
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- book use tick cost
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- First Aid, Doctor, Science, Repair, Outdoorsman skill %
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"""
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Agility ->
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"Coordination and the ability to move well. A high Agility is important for any active character."
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"""Coordination and the ability to move well. A high Agility is important for any active character.
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Affects:
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- armor class
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- unarmed damage
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- mitigation of critical attacks
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- Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing, Sneak, Lockpick, Steal, Traps skill %
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"""
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Luck ->
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"Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is."
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"""Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.
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Affects:
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- critical chance
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- mitigation of critical attacks
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- Gambling skill % (currently unused)
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"""
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toList : Special -> List Int

src/Frontend.elm

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@@ -2362,7 +2362,9 @@ townStoreView barter shop location world player =
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]
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[ H.text "=" ]
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|> UI.withTooltip
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("Even up the trade (transfer " ++ String.fromInt available ++ " caps)"
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("Even up the trade (transfer "
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++ String.fromInt available
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++ " caps)"
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++ (if hasEnough then
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""
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src/Frontend/News.elm

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@@ -29,18 +29,20 @@ Current:
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- quests UX + test them end-to-end
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- end of game
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- onboarding / getting started guide
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- the first message to a player to list some goals, link to Guide, etc.
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Next up:
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- tooltips around edge of screen - floating-ui.js?
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- onboarding / getting started guide
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- HtH Evade perk to only work if hands are empty
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- new char / char screen: show Sequence in derived stats
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Ideas floating around:
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- critical misses
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- some congratulation toast about a level-up?
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- some realtime toast about you being attacked by somebody?
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- weapon scope - minimal effective distance 8
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- More enemies?
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- Weapon/ammo part of item loot of enemies?
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- Fight Strategy: walk away

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