in use
- activation: the activation must complete before the skill can begin functioning. After a successful activation, the skill penalties are applied. If activation fails, no penalties are applied. Flash skills activate instantly and cannot fail.
- attack: An aggressive action that begins combat.
- base item: the core of data of an individual item. Floor items and inventory items contain a base item.
- base max health: character’s expected max health, calculated by level. The formula is 100 + 10 * get_character().find_level(get_character().get_xp()).
- combat:
- cost: a price must be paid before a skill is used. The main currency for skills is spirit, which is taken after a successful skill activation.
- current_dot: (DG era variable, StateMachine.gd) the immediate point the entity is pathfinding to in order to ultimately reach the goal_target.
- degrees(❥): (concept) the unit of social distance
- dot: (DG era variable, StateMachine.gd) a set of coordinates for a global position.
- dots: (DG era variable, StateMachine.gd) the discreet path between points, esp. the entity and the goal target.
- equipped: for skills, this has two meanings. Known skills that are loaded into an entity’s skillbar are equipped. A player would not be aware that all hidden and subskills are also ‘equipped’ to their entity before they are used, but these are not equipped to the skillbar.
- event: anything that happens in the game that brings about an effect. Using a skill, completing a quest, using a specific item, walking steps, starting the game, entering a room, etc...
- event handler: An object that subscribes to the MessageBus and waits to receive notification of the event when it happens. The event topic usually comes bundled with data that helps the handler bring about some kind of effect. Responses include level up rewards, quest rewards, world changes, new dialog options, adding an item to the inv, updating UI, etc.
- floor item:
- goal target: (DG era variable, MoveToDestination.gd) It is set when the entity decides to pathfind and nulled during clear_goal(). mobile.gd/path_to_object(goal_target) is called from MoveToDestination every Execute loop to reassess the path between entity and goal.
- KnowledgeBase:
- inspect menu: (UI) presents options for interacting with the subject
- intimate distance: 45❥, declared at mobile.gd/intimate_space
- inventory item:
- life: Health points. Entity dies at 0 life. Entity experiences life regeneration over time when not in combat.
- item: varies in form depending on its context - base item, floor item, inventory item, merchandise
- max health: character’s actual max health, affected by the max_health addend and max_health factor. The formula is get_max_health() * get_max_health_factor() + get_max_health_addend().
- merchandise:
- Mercur: generic attribution for events
- MessageBus:
- next: (DG era variable, StateMachine.gd) same as the goal_target. The current waypoint for the entity.
- next_dot: (DG era variable, StateMachine.gd) the first item in the dots array that is not at the entity's global_position.
- Penalty: Skill penalties typically include a skill cost and skill cooldown. They are only paid after the skill successfully activates.
- personal distance: 60❥, declared at mobile.gd/personal_space
- proxemics: (concept) interentitic, mechanical distances
- side-load: skills can be side-loaded onto the skillbar, avoiding skillbar equip rules, with skills that copy or permanently replace with other skills (Signet of Skill Capture, Arcane Thievery, etc). Also, skills that are offered in a room (i.e., Chloe offers you a temporary Holy Water skill while you are doing the mission)
- skill: individual power usable by an entity to modify the attributes other entities. They are represented by an ID. To be used, they are instanced into individual containers and managed by individual DMVs
- skill library, skill pool: each entity has its own, full of all its known skills
- social distance: 90❥, declared at mobile.gd/social_space
- skillbar: each entity has its own, full of its equipped skills. There is a limit of 8 skills, 1 elite skill, and no repeating skills. Side-loaded skills avoid these restrictions, but the skillbar will be governed upon zoning.
- spirit: energy points. Entity experiences spirit regeneration at all time.
- subject: inspect menu has a subject; inspect options will affect it
- swing: (BF era action, ???.gd) Encompasses both weapon swings and the use phase of weapon attack skills.
in use soon? or never?
- ActivationUse: a skill is considered ‘used’ once a skillequip has been entered. It will immediately begin activating.
- arsenal: a list of SkillEquips. Skills are represented as IDs and must be instanced into a container before they can be used by an entity. The instances are appended to the entity’s skill arsenal upon being ‘equipped’.
- remove by tag: published to remove keywords by tag.
- skill tagged: published during keyword setup; sends tags and the keyword
- skill untagged: published when keyword is untagged, like during keyword teardown; sends tags and the keyword.
- SkillEquip: an instance containing a skill and information about its cooldown status. A skill needs one in order to be used.
- tag removed: published when a tag was requested to be removed. It won’t be published if the tag’s keyword expires naturally. It sends its tags, the keyword, and the source of removal.
- track: (DG era variable, MoveToDestination.gd) If the AI is pathfinding to a point or object, track is true. Upon arrived(), it is false. It is checked in handle_moved_result(result, entity).
- waypoints: (DG era variable, StateMachine.gd) the list of selected points the entity will be traveling to. Usually a patrol route.