lots of gdd entries; milestones; deleted some unused files

master
chimchooree 2 years ago
parent dce9e420da
commit 9fb44699ae

@ -25,6 +25,7 @@
<li>me - messenging app </li> <li>me - messenging app </li>
<li>mn - main menu </li> <li>mn - main menu </li>
<li>mu - music app </li> <li>mu - music app </li>
<li>pe - perk </li>
<li>ph - phone </li> <li>ph - phone </li>
<li>pi - pictures </li> <li>pi - pictures </li>
<li>sk - skill </li> <li>sk - skill </li>
@ -193,7 +194,7 @@
<ul> <ul>
<li>0 - test </li> <li>0 - test </li>
<li>1 - bingo demo </li> <li>1 - bingo demo </li>
<ul> </ul>
</li> </li>
<li>1 - subdivision </li> <li>1 - subdivision </li>
<li>2 - school </li> <li>2 - school </li>
@ -210,6 +211,7 @@
<li>d - firewall </li> <li>d - firewall </li>
</ul> </ul>
</li> </li>
<li>5 - app <li>5 - app
<ul> <ul>
<li>0 - stock </li> <li>0 - stock </li>

@ -0,0 +1 @@
<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>

@ -1,5 +1,6 @@
<p>The overall value of your <a href="/blessfrey-gdd/gear">gear</a>, used in calculating damage absorption. <br></p> <p>The overall value of your <a href="/blessfrey-gdd/gear">gear</a>, used in calculating damage absorption. </p>
<br> <h2>what is the impact of AR?</h2>
<p>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. </p>
<h2>how do I calculate my armor rating? </h2> <h2>how do I calculate my armor rating? </h2>
<p>By default, it is 3 * <a href="/blessfrey-gdd/character">character's</a> <a href="/blessfrey-gdd/level">level</a> + MAX(the equipped gear's AR or the armor automatically bestowed by certain <a href="/blessfrey-gdd/job">jobs</a>). </p> <p>By default, it is 3 * <a href="/blessfrey-gdd/character">character's</a> <a href="/blessfrey-gdd/level">level</a> + MAX(the equipped gear's AR or the armor automatically bestowed by certain <a href="/blessfrey-gdd/job">jobs</a>). </p>
<p>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. </p> <p>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. </p>

@ -0,0 +1,3 @@
<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>
<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>
<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>

@ -0,0 +1,6 @@
<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>
<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>
<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>
<p>Switching jobs or gigs will refund all the points spent on the old attributes. </p>
<h2>structure</h2>

@ -12,7 +12,7 @@
<br> <br>
<h3>pros of DP, penalizing death, rewarding zero-deaths-playthroughs in general</h3> <h3>pros of DP, penalizing death, rewarding zero-deaths-playthroughs in general</h3>
<p>ANet obv added DP to penalize dying. <br></p> <p>ANet obv added DP to penalize dying. <br></p>
<p>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. </p> <p>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. </p>
<br> <br>
<p>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. </p> <p>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. </p>
<br> <br>

@ -0,0 +1,8 @@
<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>
<br>
<h2>armor bonus </h2>
<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>
<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>
<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>

@ -1,2 +1,21 @@
<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> <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>
<h2>perks of the job</h2>
<p>The basic jobs are... </p>
<ul>
<li>Armsman </li>
<li>Brawler </li>
<li>Chemist </li>
<li>Disciple </li>
<li>Hacker </li>
<li>Tamer </li>
</ul>
<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>
<h2>multiclassing</h2>
<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>
<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>
<h2>structure</h2>
<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>
<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>
<p>Perks bestow a constant effect on the character. For instance, the Brawler's Critical Eye increases his critical hit rate.</p>
<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>

@ -1,37 +1,31 @@
<h2>description </h2> <h2>description </h2>
<p>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. </p> <p>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. </p>
<br>
<h2>flow </h2>
<ul>
<li>Skill button pressed </li>
<li>Used
<ul>
<li>New usage </li>
<li>Target </li>
<li>Fail if user activating a skill </li>
<li>Fail if skill cooling down </li>
<li>Cooldown </li>
<li>Publish & emit "skill_used" </li>
<li>Pay costs </li>
<li>Append to active list </li>
<li>Activate </li>
</ul>
</li>
</ul>
<h2>structure </h2> <h2>structure </h2>
<p></p> <p></p>
<br>
<h2>logic </h2> <h2>logic </h2>
<h3>end </h3> <h3>end </h3>
<p>A skill naturally ends after completion. After all the keywords are complete, the skill will complete. </p> <p>A skill naturally ends after completion. After all the keywords are complete, the skill will complete. </p>
<br>
<p>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). </p> <p>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). </p>
<br>
<p>When a skill ends for any reason, all keywords must also end. </p> <p>When a skill ends for any reason, all keywords must also end. </p>
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<br>
<h2>works for...</h2>
<ul>
<li>skill autoequip from save✗ </li>
<li>skill equip new skill/empty slot/rearrange skillbar✗ </li>
<li>skill use by click/keyboard/AI selection✗ </li>
<li>skill range✗ </li>
<li>skill move into range✗ </li>
<li>skill activation✓ </li>
<li>skill cooldown✗ </li>
<li>skill cost/insuffient funds✗ </li>
<li>skill interrupt✗ </li>
<li>skill removal✗ </li>
<li>room/equipment skill✗ </li>
<li>Blessing. When character is moving, heal for 5 life every 1 second.✗ </li>
<li>Remove all blessings and poisons. Heal for 10 life for each blessing removed. Gain 10 spirit for each poison removed.✗ </li>
<li>Poison. If target is Blessed, Reduce Max Health by 25% (20 seconds). If poison ends early, target takes 50 damage.✗ </li>
<li>Blessing. Increase effectiveness of Disciple skills.✗ </li>
<li>Miracle. Remove 1 blessing. Disable skill on source's bar (5 seconds).✗ </li>
</ul>

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@ -5,7 +5,7 @@
<p>The vision for Blessfrey <br></p> <p>The vision for Blessfrey <br></p>
<br> <br>
<ul> <ul>
% 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"]:
<li class="list">{{random.choice(['.','•','☆','★'])}}&#9;<a href=/blessfrey-gdd/{{i}}>{{i}}</a></li> <li class="list">{{random.choice(['.','•','☆','★'])}}&#9;<a href=/blessfrey-gdd/{{i}}>{{i}}</a></li>
% end % end
</ul> </ul>

@ -68,7 +68,7 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>life is gained by life regeneration, life stealing, life draining, and the heal keyword. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>life is gained by life regeneration, life stealing, life draining, and the heal keyword. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>only the heal keyword is modified by healing modifiers and triggers </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>only the heal keyword is modified by healing modifiers and triggers </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Stubborn Cold - For 10 seconds, target gains 33% less benefit from healing. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Stubborn Cold - For 10 seconds, target gains 33% less benefit from healing. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Grapefruit - For 45 seconds, Healing Prayers heal for 50% more. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Grapefruit - For 45 seconds, medicine heals for 50% more. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Life Giver - For 30 seconds, every time target is healed, healer takes 10 damage. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Life Giver - For 30 seconds, every time target is healed, healer takes 10 damage. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>heal is still shown even if character is at max life, etc - blue numbers over head </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>heal is still shown even if character is at max life, etc - blue numbers over head </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>party healing provides healing, life gain, or life regen to all party members </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>party healing provides healing, life gain, or life regen to all party members </span> </li>
@ -77,52 +77,49 @@
<br> <br>
<h3><span class=mundane>equipment + weapons </span> </h3> <h3><span class=mundane>equipment + weapons </span> </h3>
<ul> <ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>character has weapons</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>equipment reduces armor-respecting damage, including attack damage and chemical damage</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>armor comes from core armor, bonus armor, and special armor</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>character has equipment</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>armor bonus - additional spirit, spirit regen, additional life, reduction in physical damage, increase in AR. headgear gives +1 to single attribute for their job</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>character has weapons</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>a set of armor increases spirit regen by a total of +2 for armsman, +3 for tamer, and +4 for hacker, disciple, chemist, brawler. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>equipment reduces armor-respecting damage</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>a set of armor increases spirit by a total of 20 for armsman, 25 for brawlers and tamers, and 30 for everyone else. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>a set of armor increases spirit regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>there are different equipment slots</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>a set of armor increases spirit. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>there is a main hand and an off-hand slot</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>there are different equipment slots</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>there is a main hand and an off-hand slot</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>armor comes from equipment, keywords</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>armor can be modified by keywords</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>Attacks will hit one of the equipment slots. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>Attacks will hit a randomly selected piece of gear. Other pieces do not matter, only the struck piece. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>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. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>Pieces of gear have varying chances of being struck </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>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. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: Guaranteed headshot. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>Chest: 37.5% | Legs: 25% | Feet: 12.5% | Hands: 12.5% | Head: 12.5% </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>SKILL: If attack hits the target's legs, cause target to trip. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>Track headshots</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>Track headshots</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>some damage ignores armor. Bonus damage ignore armor. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>some damage ignores armor. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>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%. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>bonus damage ignores armor. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>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. )</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>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. )</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>weapons have slots for mods</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>weapons have slots for mods</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>armor has slots for mods</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>gear has slots for mods</span> </li>
</ul> </ul>
<br> <br>
<h3><span class=mundane>job/gig </span> </h3> <h3><span class=mundane>job/gig </span> </h3>
<ul> <ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>character has job / gig</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>character has job / gig</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>player can change gig </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>player can change gig </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>player can change job (just for this version) </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>player can change job (just for this version) </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>jobs and gigs have attributes </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>jobs and gigs have attributes </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>only jobs have perks </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>only jobs have perks </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>(associated skills will still be shown in the skill list, but the perk will not be listed with the other attributes) </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>associated skills of the gig's perk will still be shown in the skill list </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>perks bestow a constant effect on the character </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>perks bestow a constant effect on the character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>you can gain attribute points</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>you can gain attribute points</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>you can spend attribute points and pump up attributes</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>you can spend attribute points and pump up attributes</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>skills' values scale with their associated attributes </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>skills' values scale with their associated attributes </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>attributes can only be increased to a value between 1 and 16 by spending points. </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>attributes can only be increased to a value between 1 and 16 by spending points. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>attributes can be modified beyond 1-16 with runes, keywords, etc</span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>attributes can be modified beyond 1-16 with runes, keywords, etc</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>changing gig refunds all attribute points spent in former gig attributes </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>changing gig refunds all attribute points spent in former gig attributes </span> </li>
</ul> </ul>
<br> <br>
<h3><span class=mundane>skills </span> </h3> <h3><span class=mundane>skills </span> </h3>
<ul> <ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>skill loop </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>skill loop </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>attack skill loop </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=common>attack skill loop </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=unusual>skills consume an spirit cost </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=rare>skills consume an spirit cost </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>track skills currently applied to character </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>track skills currently applied to character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>track keywords currently applied to character </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>track keywords currently applied to character </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>track status effects currently applied to character </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>track status effects currently applied to character </span> </li>
@ -153,6 +150,22 @@
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>canceled skills still exact their initial costs </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>canceled skills still exact their initial costs </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>canceled skills do not need to recharge </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>canceled skills do not need to recharge </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>canceled skills do not cause aftercast delay </span> </li> <li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>canceled skills do not cause aftercast delay </span> </li>
<li>skill autoequip from save✗ </li>
<li>skill equip new skill/empty slot/rearrange skillbar✗ </li>
<li>skill use by click/keyboard/AI selection✗ </li>
<li>skill range✗ </li>
<li>skill move into range✗ </li>
<li>skill activation✓ </li>
<li>skill cooldown✗ </li>
<li>skill cost/insuffient funds✗ </li>
<li>skill interrupt✗ </li>
<li>skill removal✗ </li>
<li>room/equipment skill✗ </li>
<li>Blessing. When character is moving, heal for 5 life every 1 second.✗ </li>
<li>Remove all blessings and poisons. Heal for 10 life for each blessing removed. Gain 10 spirit for each poison removed.✗ </li>
<li>Poison. If target is Blessed, Reduce Max Health by 25% (20 seconds). If poison ends early, target takes 50 damage.✗ </li>
<li>Blessing. Increase effectiveness of Disciple skills.✗ </li>
<li>Miracle. Remove 1 blessing. Disable skill on source's bar (5 seconds).✗ </li>
</ul> </ul>
<br> <br>
<h3><span class=mundane>keywords </span> </h3> <h3><span class=mundane>keywords </span> </h3>

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