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Revised Object for Special Abliities for Singletons
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@ -5,11 +5,9 @@ class_name ConflictResultsProcess
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#This class is used to define the player and NPC order in combat. Also called Initiative in some game systems.
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#Rough Draft: 12/3/2023: Luke, Godot 3.5
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#How are we calculating initiatve. Are we going to pull the formula from the GSAL?
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var Initiative_Order : Array
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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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@ -0,0 +1,48 @@
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extends Object
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#This class, is used to define special ability data. Such as for attacks like shooting fireballs.
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#This is the middle ware, to define the structure of the data, before it is accesable by the character sheet.
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#This class is also used to define the structure, as to make it normalized for the database / XML layers.
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# Luke, 12/10/2023, Godot 3.5+
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var Name: String
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var Attribute: Array
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var Cost: int
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var Damage: int
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var LevelRequirement: int
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var Duration: float
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var AffectedAttribute: String
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var DiceRules: Vector3
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func _init(initName: String, initAttribute: Array, initCost: int, initDamage: int,
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initLevelRequirement: int, initDuration: float, initAffectedAttribute: String,
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initDiceRules: Vector3):
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Name = initName
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# Attribute = initAttribute
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Cost = initCost
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Damage = initDamage
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LevelRequirement = initLevelRequirement
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Duration = initDuration
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AffectedAttribute = initAffectedAttribute
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DiceRules = initDiceRules
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Attribute = []
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for element in initAttribute:
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if typeof(element) == TYPE_STRING:
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Attribute.append(element)
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else:
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print("Warning: Ignoring non-string element in StringArray.")
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# Custom method to convert the object to a string
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func to_string() -> String:
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return "SpecialAbility(Name: {Name}, Attribute: {Attribute}, Cost: {Cost}, Damage: {Damage}, LevelRequirement: {LevelRequirement}, Duration: {Duration}, AffectedAttribute: {AffectedAttribute}, DiceRules: {DiceRules})"
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@ -1,24 +0,0 @@
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extends Object
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class_name SpecialAbility
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#This class, is used to define special ability data. Such as for attacks like shooting fireballs.
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#This is the middle ware, to define the structure of the data, before it is accesable by the character sheet.
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#This class is also used to define the structure, as to make it normalized for the database / XML layers.
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# Luke, 12/9/2023, Godot 3.5+
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var Name: String
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#Add TypeCheck for arrays of only strings at some point.
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var Attribute: Array
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var Cost: int
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var Damage: int
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func _init(initName: String, initAttribute: Array, initCost: int, initDamage: int):
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Name = initName
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Attribute = initAttribute
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Cost = initCost
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Damage = initDamage
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@ -0,0 +1,8 @@
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extends Node
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func _ready():
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var SpecialAbility = preload("res://middleware/specialabliities/SpecialAbility.gd")
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var special_ability = SpecialAbility.new("Fireball", ["Fire Type", "Projectile"], 1, 10, 0, 5.0, "strength", Vector3(1, 1, 1))
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print(special_ability.to_string())
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@ -0,0 +1,3 @@
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[gd_scene format=2]
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[node name="Node2D" type="Node2D"]
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@ -13,15 +13,9 @@ _global_script_classes=[ {
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"class": "ConflictResultsProcess",
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"language": "GDScript",
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"path": "res://middleware/conflictResults/conflictResults.gd"
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}, {
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"base": "Object",
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"class": "SpecialAbility",
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"language": "GDScript",
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"path": "res://middleware/specialabliities/specialabilities.gd"
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} ]
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_global_script_class_icons={
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"ConflictResultsProcess": "",
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"SpecialAbility": ""
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"ConflictResultsProcess": ""
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}
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[application]
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@ -29,6 +23,10 @@ _global_script_class_icons={
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config/name="bcirpg_toolset"
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config/icon="res://icon.png"
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[autoload]
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SpecialAbility="*res://middleware/specialabliities/SpecialAbility.gd"
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[global]
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filters=false
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