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Roughed out the rules and ranges as defined in the Rough Pre GSAL documentaion.
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@ -6,21 +6,79 @@ extends Node
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# Define Boundires of the minimum and maximum for a character sheet in the appropriate game system.
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# Otherwise default to 0/10
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var systemSheetMin = 0
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var systemSheetMax = 10
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var systemSheetMax = 100
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# Define Dice Type used by the desired module
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# Otherwise default to a polyhedral set of dice.
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var definedDiceTypes = [20,12,10,100,8,6,4]
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# Define Level Boundries to be used by the character of the current level
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# Otherwise default to 0/100
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var defineMinLevel = 0
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var definedMaxLevel = 100
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# Section 1 End
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# Stats, Default Values are 50 percent:
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# Physical Attributes (Stats):
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# 1. AG = Agility
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var Agility = 0.50
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# 2. APP = Appearance
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var Appearance = 0.50
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# 3. CO = Constitution
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var Constitution = 0.50
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# 4. QU = Quickness
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var Quickness = 0.50
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# 5. MD = Manual Dexterity
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var ManualDexterity = 0.50
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# 6. ST = Strength
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var Strength = 0.50
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# Non-physical Attributes (Stats):
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# 7. CH = Chutzpah
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var Chutzpah = 0.50
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# 8. EM = Empathy
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var Empathy = 0.50
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# 9. IN = Intuition
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var Intuition = 0.50
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# 10. ME = Memory
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var Memory = 0.50
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# 11. MX = Moxie
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var Moxie = 0.50
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# 12. PR = Presence
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var Presence = 0.50
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# 13. RE = Reasoning
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var Reasoning = 0.50
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# 14. SD = Self Discipline
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var SelfDiscipline = 0.50
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#Skills: Default Values are Zero Percent
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var Athletics = 0.0
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var Communication = 0.0
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var Knowledge = 0.0
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var Magical = 0.0
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var Mechanical = 0.0
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var MovingAndManeuvering = 0.0
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var PerceptiveAndObservational = 0.0
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var Stealth = 0.0
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var SocialInteractions = 0.0
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var Weapons = 0.0
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# TODO: Where to store modifiers?
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# Section 1 End
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#Section 2 (Calculate)
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# Need to find what formulas and problems we need to solve as a part of section 2
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@ -28,19 +86,35 @@ var definedMaxLevel = 100
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func _ready():
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pass
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# Define process for declareing actions
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# Otherwise follow the rough "Doctor Who" action process.
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func _declareAction():
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pass
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func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0):
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# Luke
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# Last Modified: 1/21/2023
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# Grab the skill and compare it to the required number for a "good roll"
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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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if statModifier > 0:
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var moddedStat = requiredStat + statModifier
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if moddedStat >= numberToMatch:
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return true
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else:
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return false
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else:
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if requiredStat >= numberToMatch:
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return true
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else:
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return false
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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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func _dieRoll():
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pass
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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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func _calculateInitiative():
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