Mechanics are rules and live in code, beside Luck and Currency. The skill pools are new — the races/classes spec said only 'the stat-appropriate slice' and never enumerated them; each pool is larger than its pick count so the choice is real. The dwarf's +2 vs poison is exposed separately from save() rather than folded into it: baking a conditional into a flat number is how a sheet starts lying. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
16 lines
418 B
GDScript
16 lines
418 B
GDScript
class_name Attributes
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extends RefCounted
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## The five attribute rows and the one modifier formula. LCK is deliberately NOT
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## here — it is never an attribute row, never a save, never a skill (§7). It lives
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## in GameState.luck.
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const IDS := ["str", "dex", "con", "fth", "mag"]
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static func exists(id: String) -> bool:
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return id in IDS
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static func modifier(score: int) -> int:
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return floori((score - 10) / 2.0)
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