From a32ec8cb84070efeed31e5e0f2ad2d03a989065e Mon Sep 17 00:00:00 2001 From: PersonGuyGit Date: Sun, 21 Jan 2024 12:31:01 -0700 Subject: [PATCH] Roughed out the rules and ranges as defined in the Rough Pre GSAL documentaion. --- .../Main/middleware/GSAL/Core/GSAL_Root.gd | 86 +++++++++++++++++-- 1 file changed, 80 insertions(+), 6 deletions(-) diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd index aa0d66a..c7ab16e 100644 --- a/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd +++ b/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd @@ -6,21 +6,79 @@ extends Node # Define Boundires of the minimum and maximum for a character sheet in the appropriate game system. # Otherwise default to 0/10 var systemSheetMin = 0 -var systemSheetMax = 10 - +var systemSheetMax = 100 # Define Dice Type used by the desired module # Otherwise default to a polyhedral set of dice. var definedDiceTypes = [20,12,10,100,8,6,4] - # Define Level Boundries to be used by the character of the current level # Otherwise default to 0/100 var defineMinLevel = 0 var definedMaxLevel = 100 -# Section 1 End +# Stats, Default Values are 50 percent: + +# Physical Attributes (Stats): +# 1. AG = Agility +var Agility = 0.50 +# 2. APP = Appearance +var Appearance = 0.50 +# 3. CO = Constitution +var Constitution = 0.50 +# 4. QU = Quickness +var Quickness = 0.50 +# 5. MD = Manual Dexterity +var ManualDexterity = 0.50 +# 6. ST = Strength +var Strength = 0.50 + +# Non-physical Attributes (Stats): +# 7. CH = Chutzpah +var Chutzpah = 0.50 +# 8. EM = Empathy +var Empathy = 0.50 +# 9. IN = Intuition +var Intuition = 0.50 +# 10. ME = Memory +var Memory = 0.50 +# 11. MX = Moxie +var Moxie = 0.50 +# 12. PR = Presence +var Presence = 0.50 +# 13. RE = Reasoning +var Reasoning = 0.50 +# 14. SD = Self Discipline +var SelfDiscipline = 0.50 + + + +#Skills: Default Values are Zero Percent + +var Athletics = 0.0 + +var Communication = 0.0 + +var Knowledge = 0.0 + +var Magical = 0.0 + +var Mechanical = 0.0 + +var MovingAndManeuvering = 0.0 + +var PerceptiveAndObservational = 0.0 + +var Stealth = 0.0 + +var SocialInteractions = 0.0 + +var Weapons = 0.0 + +# TODO: Where to store modifiers? + +# Section 1 End #Section 2 (Calculate) # Need to find what formulas and problems we need to solve as a part of section 2 @@ -28,19 +86,35 @@ var definedMaxLevel = 100 func _ready(): pass - # Define process for declareing actions # Otherwise follow the rough "Doctor Who" action process. func _declareAction(): pass +func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 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: + var moddedStat = requiredStat + statModifier + if moddedStat >= numberToMatch: + return true + else: + return false + else: + if requiredStat >= numberToMatch: + return true + else: + return false + # Refactor DieRoller from the main game, to be a modular function # Pull Die Sizes from the variable "definedDiceTypes" func _dieRoll(): pass - # Create rough formulas to plug into this function, per game system module # Otherwise follow the default formula provided in the function func _calculateInitiative():