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code_of_conquest_dnd/client/scripts/rules/skills.gd
Phillip Tarrant 78e18107b2 feat(rules): the race, calling, skill and attribute tables
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
2026-07-12 20:14:44 -05:00

29 lines
818 B
GDScript

class_name Skills
extends RefCounted
## The 9 skills and the attribute each is governed by (races-and-classes spec §2).
## Perception sits under FTH, not a standalone WIS — §8's FTH/MAG replace WIS/INT,
## so a Bonesetter is also the party's best lookout. LCK owns no skill (§7).
const BY_ATTRIBUTE := {
"athletics": "str",
"intimidation": "str",
"stealth": "dex",
"sleight_of_hand": "dex",
"acrobatics": "dex",
"endurance": "con",
"perception": "fth",
"faith_lore": "fth",
"sorcery": "mag",
}
const IDS := ["athletics", "intimidation", "stealth", "sleight_of_hand", "acrobatics",
"endurance", "perception", "faith_lore", "sorcery"]
static func exists(skill: String) -> bool:
return BY_ATTRIBUTE.has(skill)
static func attribute(skill: String) -> String:
return str(BY_ATTRIBUTE.get(skill, ""))