Merge branch 'master' of https://git.socklab.moe/chimchooree/blessfrey-bottle
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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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<h2>description </h2>
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<p>Passive skills bestow a constant effect and are perpetually applied in the background. </p>
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<h2>flow </h2>
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<ul>
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<li>Skill button pressed </li>
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<li>Used
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<ul>
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<li>New usage </li>
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<li>Target </li>
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<li>Fail if user activating a skill </li>
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<li>Fail if skill cooling down </li>
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<li>Cooldown </li>
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<li>Publish & emit "skill_used" </li>
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<li>Pay costs </li>
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<li>Append to active list </li>
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<li>Activate </li>
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</ul>
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</li>
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</ul>
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<p>Skills perform their function on their user and target, but they are also applied to their target's <code>applied_skills</code>, a list of skill usages. </p>
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<h2>structure </h2>
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<p></p>
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<h2>logic </h2>
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<h3>end </h3>
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<p>A skill naturally ends after completion. After all the keywords are complete, the skill will complete. </p>
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<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>
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<p>When a skill ends for any reason, all keywords must also end. </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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