Roughed out the rules and ranges as defined in the Rough Pre GSAL documentaion.

This commit is contained in:
PersonGuyGit 2024-01-21 12:31:01 -07:00
parent 5f842b80a9
commit a32ec8cb84

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@ -6,21 +6,79 @@ extends Node
# Define Boundires of the minimum and maximum for a character sheet in the appropriate game system. # Define Boundires of the minimum and maximum for a character sheet in the appropriate game system.
# Otherwise default to 0/10 # Otherwise default to 0/10
var systemSheetMin = 0 var systemSheetMin = 0
var systemSheetMax = 10 var systemSheetMax = 100
# Define Dice Type used by the desired module # Define Dice Type used by the desired module
# Otherwise default to a polyhedral set of dice. # Otherwise default to a polyhedral set of dice.
var definedDiceTypes = [20,12,10,100,8,6,4] var definedDiceTypes = [20,12,10,100,8,6,4]
# Define Level Boundries to be used by the character of the current level # Define Level Boundries to be used by the character of the current level
# Otherwise default to 0/100 # Otherwise default to 0/100
var defineMinLevel = 0 var defineMinLevel = 0
var definedMaxLevel = 100 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) #Section 2 (Calculate)
# Need to find what formulas and problems we need to solve as a part of section 2 # 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(): func _ready():
pass pass
# Define process for declareing actions # Define process for declareing actions
# Otherwise follow the rough "Doctor Who" action process. # Otherwise follow the rough "Doctor Who" action process.
func _declareAction(): func _declareAction():
pass 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 # Refactor DieRoller from the main game, to be a modular function
# Pull Die Sizes from the variable "definedDiceTypes" # Pull Die Sizes from the variable "definedDiceTypes"
func _dieRoll(): func _dieRoll():
pass pass
# Create rough formulas to plug into this function, per game system module # Create rough formulas to plug into this function, per game system module
# Otherwise follow the default formula provided in the function # Otherwise follow the default formula provided in the function
func _calculateInitiative(): func _calculateInitiative():