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