notes
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@@ -14,3 +14,54 @@ Spell list and levels.
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Inventory list.
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Task, description, progress bar.
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- [ ] I should have images for loot and creatures.
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- [ ] Quality modifiers on everything.
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- [ ] Stack modifiers.
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- [ ] Crafting/modication to remove/add modifiers?
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- [ ] Storage?
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There seems to be a task-queueing system for pre-planning how to handle
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"cinematic" sequences in the infinite "plot".
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I wanna make the quests actually rely on something being done.. maybe that's
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already how it works? At least with fetch quests, you have to find the item?
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I think different monsters at different levels is appropriate.
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I need to slow this way the fuck down in comparison, so that when I'm TTSing, it
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doesn't just keep happening immediately and overwhelm. Also I should definitely
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have little battle animations.
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- characters need a recklessness stat to determine how far they push
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I think I'm starting to scope creep. I need to keep things simple but visually
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interesting.
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Equipment is generated based on level, but random, so lots of downgrading.
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- SpecialItem: InterestingItem of ItemOfs
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- InterestingItem: ItemAttrib Specials
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Only 100 quests are kept in the log.
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###### Prefixes
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Sick modifiers: dead, comatose, crippled, sick, undernourished
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Young: foetal, baby, preadolescent, teenage, underage
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Big: greater, massive, enormous, giant, titanic
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Special:
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- no spaces: veteran, cursed, warrior, undead, demon
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- spaces: Battle-, cursed, Were-, undead, demon
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If a randomly selected monster is too low level, it is imaginary. Then Sick,
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Young, no modifiers, messianic, Big, Special.
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###### Quests
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- Exterminate the monsters
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- Seek InterestingItem
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- Deliver this BoringItem
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- Fetch me BoringItem
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- Placate the monsters
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Quest completion triggers a reward: spell, equipment, stat, item
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## Tasks
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