Worked on some helper functions for the GSAL

This commit is contained in:
PersonGuyGit 2024-01-28 12:55:10 -07:00
parent a32ec8cb84
commit 98e413d4e7

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@ -76,7 +76,8 @@ var SocialInteractions = 0.0
var Weapons = 0.0
# TODO: Where to store modifiers?
# TODO: Add Modifers to the characters sheet: Then these modfiers can be added to skill checks
# Section 1 End
@ -91,13 +92,14 @@ func _ready():
func _declareAction():
pass
func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0):
func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0.0):
# Luke
# Last Modified: 1/21/2023
# Grab the skill and compare it to the required number for a "good roll"
# Think of the checks in Dialog in Fallout 3 and New Vegas
# The default modifier is Zero, unless another stat modifier value is provided
if statModifier > 0:
if statModifier > 0.0:
var moddedStat = requiredStat + statModifier
if moddedStat >= numberToMatch:
return true
@ -112,22 +114,31 @@ func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0):
# Refactor DieRoller from the main game, to be a modular function
# Pull Die Sizes from the variable "definedDiceTypes"
func _dieRoll():
pass
func _dieRoll(dieMin, dieMax):
return rand_range(dieMin, dieMax)
# Create rough formulas to plug into this function, per game system module
# Otherwise follow the default formula provided in the function
func _calculateInitiative():
func _calculateInitiative(inputCharacterArray):
pass
# Draft Function
# Need to work on calculate initiatve first.
# I might need to have to add a way to resolve Ties between both arrays.
#func _defenderAndOpponentResults(playerArray, enemyArray):
# var DefenderResults = []
# var OpponentResults = []
#
# DefenderResults.push_back(_calculateInitiative(playerArray))
# OpponentResults.push_back(_calculateInitiative(playerArray))
#
# return[[DefenderResults][OpponentResults]]
# Section 2 End
# Things to add to the GSAL