
##  Weapon tier  ##

    Natural / Common  Stone -> Copper -> Iron -> Silver      ->        Titanium
    Forging                                -------------->  Steel  --------^
    Exotic ('elven')                 Glass                     Aurichalcum
    Special (something 'adamant')                                              ??? (Use material spec of CNT, tensile strength 180 GPa)

* Metal graphics
    - Gold: Hue 43, low Saturation
    - Aurichalcum: Hue 43, mid-high Saturation
    - Copper: Hue 33,
    - Copper rust: Hue 160
    - Iron rust: Hue 21


##  Size variation  ##

Race base weapon/tool size <- 10 [kg]
Size tolerance <- (50% * str/1000), or say, 20%

If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
    if use time >* 0.75 second, the weapon/tool cannot be equipped.
Small weapons/tools gains no (dis)advantage

When drawing: scale by (craftedWeaponSize / baseWeaponSize)

Crafted tool/weapon size is dependent to the baseRaceMass.


##  Gemstone tier  ##

Topaz -> R·G·B -> Diamond·Amethyst


##  Colouring  ##

Natural: Use 4096
Magical/Surreal: Use 24 Bits

* Colouring of potion
    - Randomised, roguelike fashion
    - Choose Col(R40, G40, B40) from set of finite cards:
        39, 39, 19, 19, 0, 0
    - MULTIPLY blend chosen colour with white texture


##  Roguelike identity  ##

* Randomised things
    - E.g. potion
        Lime-coloured potion
        First play: "Potion (???)"
        After drank: "Potion (Healing)" is revealed.

        Second (new) play: "Potion (???)"
        After drank: "Potion (Neurotoxin)" is revealed.


##  Making sprite  ##

* Layers
    - (Optional) Glow
    - (Optional) Hair foreground
    - Right arm dress
    - Right arm body
    - Dress
    - Boots
    - Body
    - (Optional) Hair accessory
    - Hair
    - Head
    - Left arm dress
    - Left arm body
    - (Optional) SFX

* Size
    - Regular sprite 'height' (hitbox height) : 40 px
        - Apparent height may vary


##  Chargen  ##

* Select hair, colours, then compile them into single spritesheet

* NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.)

* Colour: 4096 colours (12-bit 0x000 - 0xFFF)

* Base mass: 60 kg


##  Food/Potion dose  ##

Scale ^ 3 ^ (3/4) == (ThisWgt / TargetWgt) ^ (3/4)


##  (De)serialisation  ##

see SAVE_FORMAT.md


##  Actor as universal tool  ##

* Utility tiles that have states (e.g. noteblock) are implemented using Actor.


##  NPC Killing  ##

* AI:
    Attacked first: Warn player to not attack
    Attacked second: The NPC becomes hostile until player sheathe the weapon
    Attacked thrice: All the NPCs within the same faction become hostile until the player is away
    
    
## Ownership of lands ##

* Codex of Real Estate → assign owner to the tiles → copy the information to the NPC instance
 
 
## Health and magic point ##

* Works like Ampere in electronics.
    - Health: Regen per time
    - Magic: Out power per time
