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Added some changes to the GSAL and worked on adding some more functions from the KANBAN
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@ -78,7 +78,6 @@ var Weapons = 0.0
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# TODO: Add Modifers to the characters sheet: Then these modfiers can be added to skill checks
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# TODO: Add Modifers to the characters sheet: Then these modfiers can be added to skill checks
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# Section 1 End
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# Section 1 End
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#Section 2 (Calculate)
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#Section 2 (Calculate)
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@ -99,6 +98,7 @@ func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0.0):
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# Think of the checks in Dialog in Fallout 3 and New Vegas
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# Think of the checks in Dialog in Fallout 3 and New Vegas
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# The default modifier is Zero, unless another stat modifier value is provided
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# The default modifier is Zero, unless another stat modifier value is provided
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# Stat modifier should come from the character sheet.
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if statModifier > 0.0:
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if statModifier > 0.0:
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var moddedStat = requiredStat + statModifier
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var moddedStat = requiredStat + statModifier
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if moddedStat >= numberToMatch:
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if moddedStat >= numberToMatch:
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@ -115,25 +115,35 @@ func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0.0):
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# Refactor DieRoller from the main game, to be a modular function
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# Refactor DieRoller from the main game, to be a modular function
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# Pull Die Sizes from the variable "definedDiceTypes"
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# Pull Die Sizes from the variable "definedDiceTypes"
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func _dieRoll(dieMin, dieMax):
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func _dieRoll(dieMin, dieMax):
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return rand_range(dieMin, dieMax)
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return randi() % dieMax + dieMin
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# Create rough formulas to plug into this function, per game system module
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# Create rough formulas to plug into this function, per game system module
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# Otherwise follow the default formula provided in the function
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# Otherwise follow the default formula provided in the function
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func _calculateInitiative(inputCharacterArray):
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func _calculateInitiative(inputCharacterArray):
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pass
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var outputCharacterArray = []
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for person in inputCharacterArray:
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# Return a number between 1 / 20 and add it to the array
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# Change to a D6 for BFRPG rules.
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outputCharacterArray.push_back([person, _dieRoll(1, 20)])
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# Sort by highest to lowest, according to BFRPG Rules.
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outputCharacterArray.sort()
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return outputCharacterArray
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# Draft Function
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# Draft Function
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# Need to work on calculate initiatve first.
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# Need to work on calculate initiatve first.
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# I might need to have to add a way to resolve Ties between both arrays.
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# I might need to have to add a way to resolve Ties between both arrays.
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#func _defenderAndOpponentResults(playerArray, enemyArray):
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func _defenderAndOpponentResults(playerArray, enemyArray):
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# var DefenderResults = []
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var DefenderResults = []
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# var OpponentResults = []
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var OpponentResults = []
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#
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# DefenderResults.push_back(_calculateInitiative(playerArray))
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DefenderResults.push_back(_calculateInitiative(playerArray))
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# OpponentResults.push_back(_calculateInitiative(playerArray))
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OpponentResults.push_back(_calculateInitiative(enemyArray))
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#
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# return[[DefenderResults][OpponentResults]]
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return[[DefenderResults][OpponentResults]]
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# Section 2 End
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# Section 2 End
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@ -152,10 +162,6 @@ func _calculateInitiative(inputCharacterArray):
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#
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#
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#var Opponent_Results_Calclation: int
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#var Opponent_Results_Calclation: int
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#func _Defender_VS_Opponent_Results(int): Matrix
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#Matrix is not a built in datatype in Godot. How I am imagining us doing this is with a 2D or 3D array.
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#Example Structure [[DefenderResults], [OpponentResults]]
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#func _Outcome_Options(Matrix): List
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#func _Outcome_Options(Matrix): List
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