documenting features; updating milestones
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<h2>description </h2>
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<p>Entities need IDs for serving translations (even English is pulled in through the TranslationServer) and judging comparisons. <br></p>
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<br>
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<p>Entities need IDs for serving translations (even English is pulled in through the TranslationServer) and judging comparisons. </p>
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<h2>structure </h2>
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<h3>translation key </h3>
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<p>Translation IDs are 6-or-8-character strings. I like for them to use letters and follow a pattern, so random words can bubble up through the babble. <br></p>
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<br>
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<p>TL keys are 6 characters (favoring letters), and "de" is prefixed for their description. The first 2 letters indicate the category, while the last 4 indicate the individual. The last four are kind of freeform, usually the first 2 letters of each word of the English display name. If it's only one word, then it's its first 4 letters. If it's too short, "a" is suffixed for padding. If that pattern would recreate an existing code, I smudge which significant name characters are taken. If "a" is already used, I use "b," "c," all the way to 9. <br></p>
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<br>
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<p>ID category prefixes: <br></p>
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<p>Translation IDs are 6-or-8-character strings. I like to use letters and follow a pattern, so random words can bubble up through the babble. </p>
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<p>TL keys are 6 characters (favoring letters), and "de" is prefixed for their description. The first 2 letters indicate the category, while the last 4 indicate the individual. The last four are kind of freeform, usually the first 2 letters of each word of the English display name. If it's only one word, then it's its first 4 letters. If it's too short, "a" is suffixed for padding. If that pattern would recreate an existing code, I smudge which significant name characters are taken. If "a" is already used, I use "b," "c," all the way to 9. </p>
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<p>ID category prefixes: </p>
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<ul>
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<li>ac - container </li>
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<li>ap - smartphone app </li>
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@@ -36,14 +33,13 @@
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<li>ti - time </li>
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<li>wo - unsorted words, includes game title </li>
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</ul>
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<br>
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<h3>base ID </h3>
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<p>Base IDs apply to a few other things, but it's virtually only for entities. They identify a specific type of entity, not a particular instance of that entity. They are 6-character hexadecimal strings (favoring numbers). I like that they correspond to color hex codes, so I can find out everyone's secret color. Generally, a category's earliest and most representative entities are the purest in hue. <br></p>
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<br>
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<p>The first three digits represent categorization, while the last increment by one for each member within that group. Commons start at 000 and increment numerically, while elites and bosses start at aaa and increment alphabetically. <br></p>
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<p>Base IDs apply to a few other things, but it's virtually only for entities. They identify a specific type of entity, not a particular instance of that entity. They are 6-character hexadecimal strings (favoring numbers). I like that they correspond to color hex codes, so I can find out everyone's secret color. Generally, a category's earliest and most representative entities are the purest in hue. </p>
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<p>The first three digits represent categorization, while the last increment by one for each member within that group. Commons start at 000 and increment numerically, while elites and bosses start at aaa and increment alphabetically. </p>
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<ul>
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<li>0 - default </li>
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<li>1 - skill </li>
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<li>1 - skill
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<ul>
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<li>0 - common
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<ul>
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@@ -124,7 +120,7 @@
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<li>3 - networking </li>
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</ul>
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</li>
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</ul>
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</ul></li>
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<li>2 - character (next digits indicate job and whether it offers a service)
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<ul>
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<li>0 - dungeon girls </li>
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@@ -165,6 +161,7 @@
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<li>8 - machine </li>
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</ul>
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</li>
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<li>3 - item
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<ul>
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<li>0 - currency </li>
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@@ -179,7 +176,7 @@
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<ul>
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<li>0 - food/medicine </li>
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<li>1 - item generator </li>
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<ul>
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</ul>
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</li>
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<li>4 - flyer/book </li>
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<li>5 - container </li>
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@@ -188,6 +185,8 @@
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<li>8 - trinket </li>
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</ul>
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</li>
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<li>4 - location (followed by 0 - safe zone, 1 - combat zone)
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<ul>
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<li>0 - nowhere
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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>0 - primitive
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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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</li>
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<li>1 - status effect
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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>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>
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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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<br>
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<h3>ref ID </h3>
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<p>Every entity with the base.gd script has a ref ID. It identifies a specific instance of an entity. The MessageBus assigns them sequentially as integers starting at 0 during the <span class="code">_ready</span> stage of each entity. The earlier the ref ID, the older the entity. <br></p>
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<br>
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<p>Every entity with the base.gd script has a ref ID that is an integer between 0 and ∞. It identifies a specific instance of an entity. </p>
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<h2>structure </h2>
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<h3>translation key </h3>
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<p>Every entity has an exported String name_key variable, and its desc_key can be derived from it by prefixing it with "de." </p>
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<p>Every entity also has the <code>get_display_name</code> and <code>write_name</code> methods (same thing), plus <code>write_desc</code>. Use these to get the name and desc. </p>
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<h3>base ID </h3>
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<p>Every entity has an exported Color base_id variable. It also has a reference to the player_base_id and perk base ids. </p>
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<p>Get the base_id with <code>get_base_id()</code> (as Color) and <code>get_base_id_in_hex()</code> (in a String). </p>
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<p>To determine if the entity is the player, call <code>get_is_player()</code>. To determine if the entity is a perk, call <code>get_is_perk()</code>.
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<h3>ref ID</h3>
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<p>The MessageBus assigns them sequentially as integers starting at 0 during the <span class="code">_ready</span> stage of each entity. The earlier the ref ID, the older the entity. </p>
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<p>The overall value of your armor, used in calculating damage absorption. <br></p>
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<p>The overall value of your <a href="/blessfrey-gdd/gear">gear</a>, used in calculating damage absorption. <br></p>
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<br>
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<h2>how do I calculate my armor rating? </h2>
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<p>Natural Armor: Depending on your job, you may naturally have some "armor." Just imagine some people are tougher. Armsman has 20, and Tamer and Brawler have 10. </p>
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<br>
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<h2>why is that in Guild Wars? </h2>
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<p>IDEK, just spitballing these. I haven't even played in years, so the details may be way off. <br></p>
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<br>
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<h3>pros of DP, penalizing death, rewarding zero-deaths-playthroughs in general</h3>
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<p>ANet obv added DP to penalize dying. <br></p>
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<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>
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<br>
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<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>
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<br>
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<p>DP adds a tonal difference between areas and missions with rez shrines, without rez shrines, and with rez shrines that will refuse to rez you. Normal areas (like Snake Dance) may be challenging, but you can party wipe hundreds of times without zoning and keep your nose on the grindstone until you finally reach Droknar's. If you party wipe even once in a mission or in Foundry, you have to go back to outpost. Then Hard Mode makes anywhere, even Plains of Jarin, more serious - you hit 60% DP on everybody and you go back to outpost. There are areas you can goof off in indefinitely, and then there are areas you can "lose" in. Some areas, you can brute force. Some, you have to plan a strategy and keep an eye on your party members' DP. <br></p>
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<br>
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<p>Since dying teleports you to rez shrines, death can become a form of travel. I thiink you can cheese some of the ciper quests by intentionally wiping to a mob by town then getting rezzed at a shrine right at the destination. We also had people die, then I'd Necrotic Traversal past a wall and teleport-rez people past the wall in Urgoz or something. I don't think death-as-fast-travel was ever a game-breaking issue, but DP would sure keep people from fast-traveling around UW that way or whatever, if they ever started putting rez shrines down there. </p>
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<br>
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<p>It makes it harder to brute force through everything. If your build doesn't work on the first few mobs, you have to go restrategize. At least, ideally. IDK. I definitely kept brute forcing at 60% a number of times. If it was implemented as a deterrant like Witcher "YOU ARE CARRYING TOO MUCH WEIGHT" or Torchlight "I AM OVERENCUMBERED" or any of the games that turn the screen bright flashing red, you can't punish people haha. They are going to keep picking up every useless trash, move at 40% speed, and squink into the flashing bright red screen while the character yells at them. </p>
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<br>
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<p>GW is an online game, so it's more meaningful IMO for an MMO guy to have Survivor than my lost singleplayer save on some harddrive. Now that we have Steam achievements and stuff, maybe that's less true of singleplayer games. (Are Survivor achievements common on Steam and PSN and stuff anyway?) The titles were lots of fun, but Guild Wars's HoM was the coolest achievement-thing probably anyway. </p>
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<br>
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<h3>cons</h3>
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<p>It's annoying. Getting to 60% is brutally unfair. Every other MMO breaks all your expensive armor and unlevels you, so I'm being a baby. It was even kinda mindnumbingly fun to crawl, mob by mob, though EotN dungeons as a lvl 20 with 100HP tbh. But I just can't picture punishing a man like that. I don't know if death is penalized in any other singleplayer game where death isn't a game over. Legacy of Kain: Soul Reaver, Hades, Two Worlds...The Cat Lady? etc. </p>
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<br>
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<p>Since cap DP makes the game impossible in an unfun way, you obv have to pop your candy canes or go back to town. Going back to town breaks up the gameplay. Anything that takes you out, erases all your progress, and makes you start again is usually bad. Death loop games have this flow, I think. You jump up, ready to try again. The restart area is even kinda comfy or fun in some way. Guild Wars beats you down and makes you feel defeated lol. </p>
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<br>
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<h2>why is nothing like it in Blessfrey? </h2>
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<p>I just don't like it. I don't think there's anything like it in the death loop singleplayer game genre anyway. Maybe I'm wrong, but it's not going in for now. <br></p>
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<br>
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<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>
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<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>
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<h3>sources</h3>
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<p>Natural Armor: Depending on your job, you may naturally have some "armor." Just imagine some people are tougher. <a href="/blessfrey-gdd/Armsman">Armsman</a> has 20, and <a href="/blessfrey-gdd/Tamer">Tamer</a> and <a href="/blessfrey-gdd/Brawler">Brawler</a> have 10. </p>
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<p>Gear: Equipped armor pieces have AR. </p>
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<h2>character </h2>
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<p>Characters are characterized by ???. They are Tangible (Tangible.gd) and Entities (Base.gd). </p>
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<h2>structure </h2>
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<p>They have...<p>
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<p>$Jobs, a collection of all possible <a href="/blessfrey-gdd/job">jobs</a> and their own job and <a href="/blessfrey-gdd/gig">gig</a>. </p>
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<p>$Equipment, covering both <a href="/blessfrey-gdd/gear">gear</a> and <a href="/blessfrey-gdd/death">weapons</a>.</p>
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<h2>logic </h2>
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<p> </p>
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<p>There are six standard jobs available to the player, but more can be discovered in the Abyss. <br></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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<h2>character </h2>
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<p>Characters are characterized by ???. They are Tangible (Tangible.gd) and Entities (Base.gd). </p>
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<h2>structure </h2>
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<p>They have...<p>
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<p>$Jobs, a collection of all possible jobs and their own job and gig. </p>
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<p>$Equipment, covering both gear and weapons.</p>
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<h2>logic </h2>
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<p> </p>
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<p>Life represents how much <a href="/blessfrey-gdd/damage">damage</a> a <a href="/blessfrey-gdd/character">character</a> can take before <a href="/blessfrey-gdd/death">dying</a>. The quantity of life points is calculated using their current <a href="/blessfrey-gdd/level">level</a>. Characters' <a href="/blessfrey-gdd/pip">life pips</a> replenish their life over time outside of combat. </p>
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<p>Max life cannot be reduced below 1. Life cannot be reduced below 1 from a chance in max life.</p>
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<h3>structure</h3>
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<p>Characters have life (float) and max_life (float). </p>
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<h3>logic</h3>
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<p>Characters' life, by default, is calculated as 20 * their current level + 80. </p>
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<p>Pips increase their <a href="/blessfrey-gdd/character">owner's</a> <a href="/blessfrey-gdd/life">life</a> or <a href="/blessfrey-gdd/spirit">spirit</a> over time. Life/Spirit Degeneration or Life/Spirit Regeneration can modify the number of pips. Pips are represented by arrows on the life bar or spirit bar. </p>
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<p>A life pip increases or decreases the character's life by 2 every regen_tick (1 second), while a spirit pip increases the character's spirit by 3. </p>
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<p>A character starts with 2 spirit pips by default. </p>
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<h3>logic</h3>
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<p>Each character has a regen timer for their life and another for their spirit. </p>
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<p>Spirit is the main currency used by <a href="/blessfrey-gdd/character">characters</a>. Characters' <a href="/blessfrey-gdd/pip">spirit pips</a> replenish their spirit over time. </p>
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<p>Spirit can drop below 0. The UI will read 0 until the character recovers enough spirit.</p>
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<h3>structure</h3>
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<p>Characters have spirit (float) and max_spirit (float). </p>
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<h3>logic</h3>
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<p>Characters' spirit, by default, is calculated as 20 + spirit bestowed by their current job + spirit bestowed by their current equipment. </p>
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<p>Armsmen have 10 extra spirit; Brawlers and Tamers have 20 extra spirit; and Chemists, Disciples, and Hackers have 30 extra spirit. </p>
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