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TODO.txt
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Configurations for:
- Perks
- Information
- Races and their min/max SPECIALs
- Skills and their affected traits
- Damage types
- Armor defense values by damage type
- Armor restrictions by race
- Radiation system
- Whether mobs should die to sunlight
- Item materials in SPECIAL menu
- Item materials in skills menu
- Item materials in profile menu
- Item materials in perks menu
- Item materials in character creation menu
Maintenance:
- Check over all code
- ArmorMaterial and ArmorType
- Fallout.getOnlinePlayers() list
- Replace expression util with EvalEx library
- Ensure all systems make sense for general use
- Replace rolling system with an implementation suited for general use
Finish:
- Radiation
- Send configurable messages to player at configurable radiation thresholds
- Create radiation ticking noises as the player gains radiation
- Add radiation related commands
Future ideas:
- Finish factions
- Add random or set configurable solar flare events with global radiation above ground
======== RADIATION ========
Radiation Amount:
- Characters can have from 0 to 1000 rads
- Vault Dwellers are aware of precise rad count
- Wastelanders know about how much (200, 400, 600, 800..)
Radiation Resistance:
- Radiation Resistance capped at 85%
- Initial % = Endurance x 2
- ANTI_RADIATION perk = Flat 25%
- Note: the medicine skill ranges from 10 to 100. Our first aid skill goes from 0 to 5.
- Rad-x = 30% + ((medicine - 10) / 2). For our system, possibly 25% + (first aid * 10%)?
- Rad-Away = -60 - (medicine - 10) radiation. For our system, possibly -50 - (first aid * 20)?
- Power Armor: 10%
- Environmental Armor: 30%
Radiation Effects:
- 800 Rads:
- Roll END
- Critical Failure: Death
- Failure: Add 50 Rads, roll again in 30s
- Success: No Effect
- Critical Success: Become a ghoul