- 0 - stock
diff --git a/src/blessfrey-gdd/armor-penetration b/src/blessfrey-gdd/armor-penetration
new file mode 100644
index 0000000..b19985e
--- /dev/null
+++ b/src/blessfrey-gdd/armor-penetration
@@ -0,0 +1 @@
+ 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%.
diff --git a/src/blessfrey-gdd/armor-rating b/src/blessfrey-gdd/armor-rating
index 6d093fc..7ba7dc3 100644
--- a/src/blessfrey-gdd/armor-rating
+++ b/src/blessfrey-gdd/armor-rating
@@ -1,5 +1,6 @@
- The overall value of your gear, used in calculating damage absorption.
-
+ The overall value of your gear, used in calculating damage absorption.
+what is the impact of AR?
+ Every 40 points of armor rating cuts 50% of non-armor ignoring damage and every loss of 40 doubles that damage. 100 AR takes half the damage of AR 60 and twice the damage of AR 140.
how do I calculate my armor rating?
By default, it is 3 * character's level + MAX(the equipped gear's AR or the armor automatically bestowed by certain jobs).
When a character is hit, that strike is directed to one piece of gear. AR is not cumulative. Only the AR of the struck piece matters when calculating damage absorption.
diff --git a/src/blessfrey-gdd/attribute b/src/blessfrey-gdd/attribute
new file mode 100644
index 0000000..b682760
--- /dev/null
+++ b/src/blessfrey-gdd/attribute
@@ -0,0 +1,3 @@
+ Jobs and gigs have attributes associated with them, while only jobs have perks. Each attribute defines a specialization within the job's overall playstyle.
+ 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.
+ 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.
diff --git a/src/blessfrey-gdd/attribute-point b/src/blessfrey-gdd/attribute-point
new file mode 100644
index 0000000..b265bec
--- /dev/null
+++ b/src/blessfrey-gdd/attribute-point
@@ -0,0 +1,6 @@
+ Points for increasing or decreasing the value of a job or gig's perks or attributes. Since most skills are tied to an attribute or perk, they will scale in power with the attribute.
+ 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!
+ 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.
+ Switching jobs or gigs will refund all the points spent on the old attributes.
+
+ structure
diff --git a/src/blessfrey-gdd/death-penalty b/src/blessfrey-gdd/death-penalty
index f53f3ee..923fb89 100644
--- a/src/blessfrey-gdd/death-penalty
+++ b/src/blessfrey-gdd/death-penalty
@@ -12,7 +12,7 @@
pros of DP, penalizing death, rewarding zero-deaths-playthroughs in general
ANet obv added DP to penalize dying.
- In PvP, this makes a whole lot more since to me than PvE. Penalizing losers and creating imbalanced gameplay is just part of PvP. DP evaporates off anyway. IDK if I even ever really noticed DP in it. I played bomber in JQ, so I even used that mechanic to my advantage in that competitive format.
+ In PvP, this makes a whole lot more sense to me than PvE. Penalizing losers and creating imbalanced gameplay is just part of PvP. DP evaporates off anyway. IDK if I even ever really noticed DP in it. I played bomber in JQ, so I even used that mechanic to my advantage in that competitive format.
IDK, it usually just brutalized me for no clear reason in singleplayer PvE. I did actually use it to my advantage as a BiP. So it's just another mechanic to play with in the metagame. But anyway.
diff --git a/src/blessfrey-gdd/gear b/src/blessfrey-gdd/gear
new file mode 100644
index 0000000..b2bd439
--- /dev/null
+++ b/src/blessfrey-gdd/gear
@@ -0,0 +1,8 @@
+ A category of equipment for characters. 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%.
+
+armor bonus
+ 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.
+
+ Armor typically increases spirit by a total of 20 for armsman; 25 for tamer and brawler; and 30 for hacker, disciple, and chemist.
+
+ Armor typically increases spirit regen by a total of +2 for armsman; +3 for tamer; and +4 for hacker, disciple, chemist, brawler.
diff --git a/src/blessfrey-gdd/gig b/src/blessfrey-gdd/gig
new file mode 100644
index 0000000..e070f23
--- /dev/null
+++ b/src/blessfrey-gdd/gig
@@ -0,0 +1 @@
+ Works very similarly to jobs, 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.
diff --git a/src/blessfrey-gdd/job b/src/blessfrey-gdd/job
index 52f8a08..f8e896e 100644
--- a/src/blessfrey-gdd/job
+++ b/src/blessfrey-gdd/job
@@ -1,2 +1,21 @@
- Defines the playstyle available to the character through associated skills, perk, and attributes. There are six standard jobs available to the player, but more can be discovered in the Abyss.
-perks of the job
+ Defines the playstyle available to the character through associated skills, perk, and attributes. There are six standard jobs available to the player, but more can be discovered during gameplay.
+
+ The basic jobs are...
+
+ - Armsman
+ - Brawler
+ - Chemist
+ - Disciple
+ - Hacker
+ - Tamer
+
+
+ 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.
+
+multiclassing
+ 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.
+ 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.
+
+structure
+ 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.
+ 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.
diff --git a/src/blessfrey-gdd/perk b/src/blessfrey-gdd/perk
new file mode 100644
index 0000000..13c6f6c
--- /dev/null
+++ b/src/blessfrey-gdd/perk
@@ -0,0 +1,3 @@
+ Jobs and gigs have attributes associated with them, while only jobs have perks. 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.
+ Perks bestow a constant effect on the character. For instance, the Brawler's Critical Eye increases his critical hit rate.
+ 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.
diff --git a/src/blessfrey-gdd/skill b/src/blessfrey-gdd/skill
index c4be3ae..e2bf590 100644
--- a/src/blessfrey-gdd/skill
+++ b/src/blessfrey-gdd/skill
@@ -1,37 +1,31 @@
description
Skills are individual powers usable by entities. They can take 8 at a time on their skillbar. They can be used for combat, puzzle-solving, and roleplaying. They are acquired through exploring.
-
+
+ flow
+
+ - Skill button pressed
+ - Used
+
+ - New usage
+ - Target
+ - Fail if user activating a skill
+ - Fail if skill cooling down
+ - Cooldown
+ - Publish & emit "skill_used"
+ - Pay costs
+ - Append to active list
+ - Activate
+
+
+
+
structure
-
+
logic
end
A skill naturally ends after completion. After all the keywords are complete, the skill will complete.
-
+
A skill prematurely ends if it is removed (the remove keyword targets applied skills) or reapplied (a duplicate skill ends earlier instances of the skill then is applied normally).
-
+
When a skill ends for any reason, all keywords must also end.
-
- challenges/known issues
-
-
-
- works for...
-
- - skill autoequip from save✗
- - skill equip new skill/empty slot/rearrange skillbar✗
- - skill use by click/keyboard/AI selection✗
- - skill range✗
- - skill move into range✗
- - skill activation✓
- - skill cooldown✗
- - skill cost/insuffient funds✗
- - skill interrupt✗
- - skill removal✗
- - room/equipment skill✗
- - Blessing. When character is moving, heal for 5 life every 1 second.✗
- - Remove all blessings and poisons. Heal for 10 life for each blessing removed. Gain 10 spirit for each poison removed.✗
- - Poison. If target is Blessed, Reduce Max Health by 25% (20 seconds). If poison ends early, target takes 50 damage.✗
- - Blessing. Increase effectiveness of Disciple skills.✗
- - Miracle. Remove 1 blessing. Disable skill on source's bar (5 seconds).✗
-
diff --git a/src/static/img/host/aristene_butterflysdance.png b/src/static/img/host/aristene_butterflysdance.png
deleted file mode 100644
index ecc62bd..0000000
Binary files a/src/static/img/host/aristene_butterflysdance.png and /dev/null differ
diff --git a/src/static/img/otd/motd_221106.jpg b/src/static/img/otd/motd_221106.jpg
deleted file mode 100644
index f2003b7..0000000
Binary files a/src/static/img/otd/motd_221106.jpg and /dev/null differ
diff --git a/src/views/bf-gdd.tpl b/src/views/bf-gdd.tpl
index b6b4e1a..056fe34 100644
--- a/src/views/bf-gdd.tpl
+++ b/src/views/bf-gdd.tpl
@@ -5,7 +5,7 @@
The vision for Blessfrey
- % for i in ["achievements", "armor-rating", "cast", "character", "controls", "credits", "damage-type", "death-penalty", "dialogue", "docs", "groups", "highlight", "ID", "inspect menu", "inventory", "item", "job", "keyword", "language", "life", "mechanics", "Mercur", "milestones", "miracles", "pathfinding", "pip", "proxemics", "setting", "skill", "spirit", "status-effect", "story", "style guide", "terms", "vibe", "website"]:
+ % for i in ["achievements", "armor-rating", "attribute", "attribute-point", "cast", "character", "controls", "credits", "damage-type", "death-penalty", "dialogue", "docs", "gear", "gig", "groups", "highlight", "ID", "inspect menu", "inventory", "item", "job", "keyword", "language", "life", "mechanics", "Mercur", "milestones", "miracles", "pathfinding", "perk", "pip", "proxemics", "setting", "skill", "spirit", "status-effect", "story", "style guide", "terms", "vibe", "website"]:
- {{random.choice(['.','•','☆','★'])}} {{i}}
% end
diff --git a/src/views/milestones.tpl b/src/views/milestones.tpl
index 83e3505..046c351 100644
--- a/src/views/milestones.tpl
+++ b/src/views/milestones.tpl
@@ -68,7 +68,7 @@
- {{random.choice(['.','•','☆','★'])}} life is gained by life regeneration, life stealing, life draining, and the heal keyword.
- {{random.choice(['.','•','☆','★'])}} only the heal keyword is modified by healing modifiers and triggers
- {{random.choice(['.','•','☆','★'])}} SKILL: Stubborn Cold - For 10 seconds, target gains 33% less benefit from healing.
- - {{random.choice(['.','•','☆','★'])}} SKILL: Grapefruit - For 45 seconds, Healing Prayers heal for 50% more.
+ - {{random.choice(['.','•','☆','★'])}} SKILL: Grapefruit - For 45 seconds, medicine heals for 50% more.
- {{random.choice(['.','•','☆','★'])}} SKILL: Life Giver - For 30 seconds, every time target is healed, healer takes 10 damage.
- {{random.choice(['.','•','☆','★'])}} heal is still shown even if character is at max life, etc - blue numbers over head
- {{random.choice(['.','•','☆','★'])}} party healing provides healing, life gain, or life regen to all party members
@@ -77,52 +77,49 @@
equipment + weapons
- - {{random.choice(['.','•','☆','★'])}} character has equipment
- - {{random.choice(['.','•','☆','★'])}} character has weapons
- - {{random.choice(['.','•','☆','★'])}} equipment reduces armor-respecting damage, including attack damage and chemical damage
- - {{random.choice(['.','•','☆','★'])}} armor comes from core armor, bonus armor, and special armor
- {{random.choice(['.','•','☆','★'])}} character has equipment
- - {{random.choice(['.','•','☆','★'])}} armor bonus - additional spirit, spirit regen, additional life, reduction in physical damage, increase in AR. headgear gives +1 to single attribute for their job
- - {{random.choice(['.','•','☆','★'])}} a set of armor increases spirit regen by a total of +2 for armsman, +3 for tamer, and +4 for hacker, disciple, chemist, brawler.
- - {{random.choice(['.','•','☆','★'])}} a set of armor increases spirit by a total of 20 for armsman, 25 for brawlers and tamers, and 30 for everyone else.
- - {{random.choice(['.','•','☆','★'])}} there are different equipment slots
- - {{random.choice(['.','•','☆','★'])}} there is a main hand and an off-hand slot
+ - {{random.choice(['.','•','☆','★'])}} character has weapons
+ - {{random.choice(['.','•','☆','★'])}} equipment reduces armor-respecting damage
+ - {{random.choice(['.','•','☆','★'])}} a set of armor increases spirit regen.
+ - {{random.choice(['.','•','☆','★'])}} a set of armor increases spirit.
+ - {{random.choice(['.','•','☆','★'])}} there are different equipment slots
+ - {{random.choice(['.','•','☆','★'])}} there is a main hand and an off-hand slot
- {{random.choice(['.','•','☆','★'])}} main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness.
- - {{random.choice(['.','•','☆','★'])}} armor comes from equipment, keywords
- - {{random.choice(['.','•','☆','★'])}} Attacks will hit one of the equipment slots.
- - {{random.choice(['.','•','☆','★'])}} Every 40 points of armor rating cuts 50% of non-armor ignoring damage and every loss of 40 doubles that damage. 100 AR takes half the damage of AR 60 and twice the damage of AR 140.
- - {{random.choice(['.','•','☆','★'])}} AR's affect on incoming damage is calculated by only the armor piece hit by the attack. A AR 40 head attack gains no benefit from an AR 80 chest.
- - {{random.choice(['.','•','☆','★'])}} Chest: 37.5% | Legs: 25% | Feet: 12.5% | Hands: 12.5% | Head: 12.5%
+ - {{random.choice(['.','•','☆','★'])}} armor can be modified by keywords
+ - {{random.choice(['.','•','☆','★'])}} Attacks will hit a randomly selected piece of gear. Other pieces do not matter, only the struck piece.
+ - {{random.choice(['.','•','☆','★'])}} Pieces of gear have varying chances of being struck
+ - {{random.choice(['.','•','☆','★'])}} SKILL: Guaranteed headshot.
+ - {{random.choice(['.','•','☆','★'])}} SKILL: If attack hits the target's legs, cause target to trip.
- {{random.choice(['.','•','☆','★'])}} Track headshots
- - {{random.choice(['.','•','☆','★'])}} some damage ignores armor. Bonus damage ignore armor.
- - {{random.choice(['.','•','☆','★'])}} 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%.
- - {{random.choice(['.','•','☆','★'])}} Armor enhancing skills do not stack beyond +25 armor. (A single skill can still exist, though, that "Blessing. +40 armor for 5 seconds. When nonstacking, only the skill with the highest bonus will apply. )
+ - {{random.choice(['.','•','☆','★'])}} some damage ignores armor.
+ - {{random.choice(['.','•','☆','★'])}} bonus damage ignores armor.
+ - {{random.choice(['.','•','☆','★'])}} AR enhancing skills do not stack beyond +25 AR. (A single skill can still exist, though, that "Blessing. +40 armor for 5 seconds. When nonstacking, only the skill with the highest bonus will apply. )
- {{random.choice(['.','•','☆','★'])}} weapons have slots for mods
- - {{random.choice(['.','•','☆','★'])}} armor has slots for mods
+ - {{random.choice(['.','•','☆','★'])}} gear has slots for mods
job/gig
- - {{random.choice(['.','•','☆','★'])}} character has job / gig
- - {{random.choice(['.','•','☆','★'])}} player can change gig
- - {{random.choice(['.','•','☆','★'])}} player can change job (just for this version)
- - {{random.choice(['.','•','☆','★'])}} jobs and gigs have attributes
- - {{random.choice(['.','•','☆','★'])}} only jobs have perks
- - {{random.choice(['.','•','☆','★'])}} (associated skills will still be shown in the skill list, but the perk will not be listed with the other attributes)
+ - {{random.choice(['.','•','☆','★'])}} character has job / gig
+ - {{random.choice(['.','•','☆','★'])}} player can change gig
+ - {{random.choice(['.','•','☆','★'])}} player can change job (just for this version)
+ - {{random.choice(['.','•','☆','★'])}} jobs and gigs have attributes
+ - {{random.choice(['.','•','☆','★'])}} only jobs have perks
+ - {{random.choice(['.','•','☆','★'])}} associated skills of the gig's perk will still be shown in the skill list
- {{random.choice(['.','•','☆','★'])}} perks bestow a constant effect on the character
- {{random.choice(['.','•','☆','★'])}} you can gain attribute points
- - {{random.choice(['.','•','☆','★'])}} you can spend attribute points and pump up attributes
- - {{random.choice(['.','•','☆','★'])}} skills' values scale with their associated attributes
- - {{random.choice(['.','•','☆','★'])}} attributes can only be increased to a value between 1 and 16 by spending points.
+ - {{random.choice(['.','•','☆','★'])}} you can spend attribute points and pump up attributes
+ - {{random.choice(['.','•','☆','★'])}} skills' values scale with their associated attributes
+ - {{random.choice(['.','•','☆','★'])}} attributes can only be increased to a value between 1 and 16 by spending points.
- {{random.choice(['.','•','☆','★'])}} attributes can be modified beyond 1-16 with runes, keywords, etc
- - {{random.choice(['.','•','☆','★'])}} changing gig refunds all attribute points spent in former gig attributes
+ - {{random.choice(['.','•','☆','★'])}} changing gig refunds all attribute points spent in former gig attributes
skills
- {{random.choice(['.','•','☆','★'])}} skill loop
- {{random.choice(['.','•','☆','★'])}} attack skill loop
- - {{random.choice(['.','•','☆','★'])}} skills consume an spirit cost
+ - {{random.choice(['.','•','☆','★'])}} skills consume an spirit cost
- {{random.choice(['.','•','☆','★'])}} track skills currently applied to character
- {{random.choice(['.','•','☆','★'])}} track keywords currently applied to character
- {{random.choice(['.','•','☆','★'])}} track status effects currently applied to character
@@ -153,6 +150,22 @@
- {{random.choice(['.','•','☆','★'])}} canceled skills still exact their initial costs
- {{random.choice(['.','•','☆','★'])}} canceled skills do not need to recharge
- {{random.choice(['.','•','☆','★'])}} canceled skills do not cause aftercast delay
+ - skill autoequip from save✗
+ - skill equip new skill/empty slot/rearrange skillbar✗
+ - skill use by click/keyboard/AI selection✗
+ - skill range✗
+ - skill move into range✗
+ - skill activation✓
+ - skill cooldown✗
+ - skill cost/insuffient funds✗
+ - skill interrupt✗
+ - skill removal✗
+ - room/equipment skill✗
+ - Blessing. When character is moving, heal for 5 life every 1 second.✗
+ - Remove all blessings and poisons. Heal for 10 life for each blessing removed. Gain 10 spirit for each poison removed.✗
+ - Poison. If target is Blessed, Reduce Max Health by 25% (20 seconds). If poison ends early, target takes 50 damage.✗
+ - Blessing. Increase effectiveness of Disciple skills.✗
+ - Miracle. Remove 1 blessing. Disable skill on source's bar (5 seconds).✗
keywords