gdd - skill categories
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@@ -244,9 +244,28 @@
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</li>
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<li>9 - keyword
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<ul>
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<li>0 - primitive </li>
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<li>1 - status effect </li>
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<li>2 - unsorted </li>
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<li>0 - primitive </li>
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<ul>
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<li>1 - damage</li>
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<li>2 - spiritual damage</li>
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</ul>
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<li>1 - status effect </li>
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<ul>
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<li>1 - burning (intense but brief life degen)</li>
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<li>2 - bleeding (weak but lengthy life degen)</li>
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<li>3 - shocked/stunned/paralyzed/stiff (can't move, use skills with an activation time, or change equipment. Very brief.)</li>
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<li>4 - foggy/distracted/doubtful (miracle activation doubled and easily interrupted)
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<li>5 - pain/injury/throes/agony (reduced max life)
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<li>6 - blind/blurry (miss melee and projectile attacks)
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<li>7 - sleepy (reduced regen for spirit and life)
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<li>8 - confused (scrambles skillbar, adjusts movement vector)
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<li>9 - weakness/feeble - reduced attributes, attack power
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<li>10 - doubt - can't perform miracles
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<li>11 - heavy/crippled/slow/slug - move and attack more slowly
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<li>12 - pacified - can't attack
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<li>13 - sick - (can't regen health)
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</ul>
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<li>2 - unsorted </li>
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</ul>
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</li>
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</ul>
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@@ -0,0 +1 @@
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Not everyone who performs miracles will enter Heaven.
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@@ -96,6 +96,10 @@ added to it seamlessly. <br></p>
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<ul>
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<li class="latest">{{random.choice(['.','•','☆','★'])}}	 </li>
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</ul>
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<h2>unit testing </h2>
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<p>Write the game by writing unit tests then passing all the tests. Run the unit tests again after making a change. <br></p>
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<br>
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<ul>
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<h2>moddability </h2>
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<p>Commonly, this means making a base, then loading in the game as a mod. The content is written in a light scripting language, and it's best if I use the same API/tools a modder would. <br></p>
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<br>
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