darkf
darkf
Gives temporary boosts to stats. Note that NPCs may use them (especially stimpaks) as well.
Another dialog window. Includes a list of saved games along with name and date, and a mini screenshot of the game where it left off. The latter should be easy...
Traits are similar to perks (and will probably be similar in implementation, see #107 for perks), except that they're created (and permanent) at character creation, and have interesting affects on...
The perk system will have to consist of a set of perks and some logic to enact their function. Where this logic resides should be up for design. Two ways...
Timed events are not recorded/serialized, so if a script is relying on them, it will not work properly when loaded again. An easy example of this is in arcaves, the...
Automated tests will make it far easier to gauge if we've introduced a regression or otherwise broke something, as well as can help verify that our behavior is correct. These...
DarkFO should be able to run headless -- that is, without an actual renderer/window. This could be used in the browser as well (and it probably will at first), but...
It works by checking the tile in the center of the screen, if it's on a scroll blocker. This doesn't really work (for reasons that need to be (re)-investigated) in...
We should generate (either on the client or setup side) the `color_lut` and `color_rgb` look-up tables (see `lut/`) from `color.pal`. We can then generate `intensityColorTable` from them (see `colortest.html` which...
Format should be in e.g. "[Module] TYPE: Message" For example: "[Scripting] WARN: Got bad value for [xxx]" FWIW, logging/warnings/errors could use `console.log`/`console.warn`/`console.error`.