No idea if 30 constitution (or higher) is possible. I just hit Ctrl+U, then looked at the `Nurture your own health` passage and got the values from there. I found the companion stuff on `Reset maximum companion number`.
I did Ctrl+F and found 17 times where constitution is increased by 1 point (not counting character creation but including the starting trait and hunger buff). I don't know if any of those are repeatable.
dapper-kappa
Recent community posts
Keensense is just a straight 1 for 1 addition to damage.
Also, HP does not increase in a 10-20-20 cycle. Starting at 10, It's 20 points each in most cases; with three instances of 10; two instances of 0; and one instance of 60 points (30). Note that I may have cocked up a little bit when transcribing the HTML values to a table.
Maximum companions (gets altered when you refresh your companion number):
- < 4 = 1
- < 7 = 2
- < 10 = 3
- < 15 = 4
- < 20 = 5
- < 25 = 6
- = 25 = no change (literally no change, not 6. Clearly unintentional)
- > 25 = 7
Fun game!
I've made some QoL modifications if you're interested. I've changed the following:
Inventory:
* Converted the weapons if-else chain into JSON objects. Tried to keep it simple.
* Added a playeritems object to hold inventory items
* made the weapons menu now iterate through playeritems
* Generic popup window for weapons using the corresponding JSON object. Also shows amount of ammo you have for that weapon and amount of that weapon you own for QoL
* Johnny's shop in Nogas has a weapons inventory. Shop will show each item in inventory formatted exactly like the current weapons list.
* Buying weapon will use JSON to set/increment the corresponding $getweapon variable for backwards compatibility
* Equipping gun will set the $ammo variable based on JSON ammo type as above. Also, the equip link will change to unequip immediately by using a <<replace>> macro
* Adding weapons is now as simple as copy+pasting another weapon's JSON object and changing the values.
* All of the above can be done with other items, it's just a lot of donkey work.
Haven't done the selling stuff part yet.
QoL:
* Start screen now has the stats+inventory etc. hidden. Better first impression for future players!
* Character creation menu: compressed ability score values into one list with the +/- buttons next to their numerical value for usability
* Character creation menu: Default name and random name buttons. Default physical features too (hair colour, etc.), including fail safes on the measurements to give actual numerical values.
* Nogas hole is now a generic passage with each work type.
* Hole now has QoL options: repeat, back to middle stall, random. Something like that.
* Nogas bar has been reformatted/prettied up(imo) for readability
* Nogas Frank order something and Nogas town overview has likewise been given some love to make it easier to parse the options. Actually, just a lot of stuff with Frank and Nogas in general.
* Portraits of people you've already met are now half the size. Just the Nogas folk so far, still WIP. Just a personal pet peeve they were so large and in the way.
* Did a little work on the wolf fights, but nothing exciting. My plan is to make a generic fight passage and enemy objects just like items.
* Corrected a few grammar/spelling mistakes but tried not to because that's scope creep.
Probably a bunch of other stuff that I don't remember.
Drop me a line if you're interested in using any of this stuff or otherwise collaborating.
Cheers.