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Added the declare action functions to the GSAL, and made some changes to the Initiative functions as well.
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@ -88,8 +88,36 @@ func _ready():
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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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# Declare action before determining initiatve, but the GSAL can handle it.
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# In d20, comabt round starts; first roll initiative. Then declare action
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#In some game systems, actions are based on reactions; but that is beyond MVP.
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# Declare actions, to help prepare the inititave Queue.
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func _declareAction(choicesIntArray, inputChoice):
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if inputChoice in choicesIntArray:
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return inputChoice
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# Characters on the first column, and Inputs in the second
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var inputCharacterArrayWithInputs = [[],[]]
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#
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func declareAllCharacterActions(inputCharacterArrayWithInputs, ChoiceOptions):
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var declaredActions = []
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for person in inputCharacterArrayWithInputs:
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declaredActions.push_back(_declareAction(ChoiceOptions, person.inputChoice))
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# I Don't think we will have to sort this function, but correct me if I am wrong.
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# Sort by highest to lowest, according to BFRPG Rules.
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# outputCharacterArray.sort()
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return declaredActions
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func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0.0):
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# Luke
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@ -119,12 +147,20 @@ func _dieRoll(dieMin, dieMax):
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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(inputCharacterArray):
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# Keep in mind that diffeernt systems, might use things such as your dexterity as a modifer for this roll.
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# NOTE: Allow intiitave to handle differnt variables.....
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func _calculateInitiative(inputCharacterArray, statModifer = 0, isPositiveBuff = true):
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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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# Change to a D6 for BFRPG rules, and DnD pre 3.0
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if isPositiveBuff == true:
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outputCharacterArray.push_back([person, (_dieRoll(1, 20) + statModifer)])
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else:
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outputCharacterArray.push_back([person, (_dieRoll(1,20) - statModifer)])
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# Sort by highest to lowest, according to BFRPG Rules.
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outputCharacterArray.sort()
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@ -150,11 +186,8 @@ func _defenderAndOpponentResults(playerArray, enemyArray):
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# Things to add to the GSAL
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# What do these two variables do? That was not clearly defined in the UML...
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# var Action_Declared : Array
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#
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# var Situation_Mod : int
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#
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# What is the desired data that we want from these two Int values below
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