gdd mercur, env effect, perk, some story
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<p>All acts of god are attributed to him. His steed is the MessageBus. He is technically an entity. <br></p>
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<p>All acts of god are attributed to him. His steed is the MessageBus. He is a God, technically a base-based entity. His job is Mailman/Mailman. </p>
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<p>Works like a skill in most instances, but it has a persistent effect that is triggered instead of activated. </p>
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<p>Usually, there's going to be some Area2D (covers the lava area, etc) that will cast the skill upon collision with a tangible and end the skill when the tangible exits. </p>
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<p><a href="/blessfrey-gdd/job">Jobs</a> and <a href="/blessfrey-gdd/gig">gigs</a> have <a href="/blessfrey-gdd/attribute">attributes</a> associated with them, while only jobs have <a href="/blessfrey-gdd/perk">perks</a>. Each attribute defines a specialization within the job's overall playstyle. A perk is the same as an attribute, but characters only have access to their job's perk, not their gig's perk. </p>
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<p>Perks bestow a constant effect on the character. For instance, the Brawler's Critical Eye increases his critical hit rate.</p>
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<p>Each perk and attribute is associated with a set of skills. You can increase and decrease their values in safe areas (no permanent decision), and their skills' effectiveness with scale with their attributes. </p>
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<p>Perks are activated at _ready or job change onto their owner. </p>
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