lots of gdd entries; milestones; deleted some unused files
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<p>Not all damage penetrates armor, but those that do will only include a percentage of the target's AR when calculating damage absorption. Armor penetration reduces the AR. Hitting a 60 AR target with 25% armor penetration will reduce the effective AR to 45, increasing damage by 30%. </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. </p>
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<p>For example, the Chemist is a potion-throwing, item-combining class. His perk is Cognate Sciences, which makes his gig's attributes more effective, and his attributes are Pharmacology for healing and cures, Toxicology for poisons, and Material Sciences for explosives.</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>Points for increasing or decreasing the value of a <a href="/blessfrey-gdd/job">job or <a href="/blessfrey-gdd/gig">gig's</a> <a href="/blessfrey-gdd/perk">perks</a> or <a href="/blessfrey-gdd/attributes">attributes</a>. Since most skills are tied to an attribute or perk, they will scale in power with the attribute.</p>
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<p>Attribute point allocation is not a permanent decision. Allocate them freely, playtest your build, then return to a safe zone to finetune until you are happy. Or try something completely different every time! </p>
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<p>You begin with 30 points. Points can be spent to raise attributes and perks to a value between 1 and 16, though keywords and equipment modifications can extend them to 0 to an uncapped integer ceiling. </p>
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<p>Switching jobs or gigs will refund all the points spent on the old attributes. </p>
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<h2>structure</h2>
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<p>A category of equipment for <a href="/blessfrey-gdd/character">characters</a>. Gear's protection is not cumulative. Each blow will strike a randomly selected piece of armor. The default chances are as follows: Torso: 37.5% | Legs: 25% | Feet: 12.5% | Hands: 12.5% | Head: 12.5%. <br></p>
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<h2>armor bonus </h2>
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<p>In addition to AR, armor typically bestows additional spirit, spirit regen, additional life, and a reduction in physical damage. Headgear gives +1 to single attribute for the wearer's job. </p>
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<p>Armor typically increases spirit by a total of 20 for armsman; 25 for tamer and brawler; and 30 for hacker, disciple, and chemist. </p>
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<p>Armor typically increases spirit regen by a total of +2 for armsman; +3 for tamer; and +4 for hacker, disciple, chemist, brawler. </p>
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<p>Works very similarly to <a href="/blessfrey-gdd/job">jobs</a>, but they don't allow you to increase the value of the perk to boost perk skills, nor do they give you the constant perk boon. Otherwise, you get all the attributes and skills to complement your job's perk, attributes, and skills. </p>
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<p>Defines the playstyle available to the <a href="/blessfrey-gdd/character">character</a> through associated <a href="/blessfrey-gdd/skill">skills</a>, <a href="/blessfrey-gdd/perk">perk</a>, and <a href="/blessfrey-gdd/attribute">attributes</a>. There are six standard jobs available to the <a href="/blessfrey-gdd/player">player</a>, but more can be discovered in the Abyss. <br></p>
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<h2>perks of the job</h2>
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<p>Defines the playstyle available to the <a href="/blessfrey-gdd/character">character</a> through associated <a href="/blessfrey-gdd/skill">skills</a>, <a href="/blessfrey-gdd/perk">perk</a>, and <a href="/blessfrey-gdd/attribute">attributes</a>. There are six standard jobs available to the <a href="/blessfrey-gdd/player">player</a>, but more can be discovered during gameplay. </p>
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<p>The basic jobs are... </p>
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<ul>
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<li>Armsman </li>
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<li>Brawler </li>
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<li>Chemist </li>
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<li>Disciple </li>
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<li>Hacker </li>
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<li>Tamer </li>
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</ul>
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<p>Another common job is Idle, an empty placeholder job. As a gig, it only shows the character's job. When a character has this job, no gig can be taken and no job or gig information will be shown. This is the only job a character can double up on. New players start out Idle/Idle, choose their first job like Brawler/Idle. After more gigs are learned, they can switch their gig to Idle to emphasize their dedication to solo-classing their job. Blessfrey takes after Guild Wars in a lot of ways, and solo-classing was always something people kinda wanted. Without it, we resorted to picking joke or confusion-inducing secondary professions, or we tried to spell out words like "Mo/P," "E/Mo," etc.</p>
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<h2>multiclassing</h2>
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<p>A character can have a job and a side gig. All associated skills and attributes will be available to the character from both jobs. The character can mix playstyles to define his own multiclass. An Armsman/Disciple can be played like a paladin or cleric, a Hacker/Brawler can be played like a spy or assassin, and a Chemist/Tamer can poison his arrows using field medicine. </p>
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<p>Perks are a special attribute. A class's perk is only available when it is selected as the job. It bestows a constant boon on the character, which increases in power as the perk is increased. Although a character cannot increase a gig's perk's value or gain its boon, he will have access to all the perk's associated skills, albeit at the lowest effectiveness. </p>
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<h2>structure</h2>
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<p>A character has a $Jobs node that contains all jobs as children. Information about its job, gig, and perk and attribute values are stored in this scene. </p>
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<p>The Jobs node has exported String variables first_job and first_gig for startup. Later, the jobs should be loaded from a save file, etc. </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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