M6.6: StepReview signing + hybrid math revision
- New Step VIII (Review): name input and Confirm button that saves the finalized character to user://character.tres. - Hybrid lineage rules simplified per project decision: drop the "no-stack on overlap, take +1 free elsewhere" rule from theriapolis-rpg-clades.md. Hybrids now pick one ability mod from each parent clade and they sum if they overlap. Removes HybridFreeAbility, the free-bonus picker row, and the overlap special case from AbilityCalc + WizardValidation. - StepClade bonus rows now mutate in place (sync ButtonPressed) instead of tearing down on every Refresh — the old path freed the very button mid-Pressed-signal, leaving stale buttons next to the new ones. - StepSkills drops the redundant "Calling: X · History: Y" meta line; both are already shown in the Aside summary. - Aside hybrid section adds dual-species traits and the universal-hybrid detriment pills. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -24,20 +24,35 @@ public static class AbilityCalc
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var list = new List<ModSource>();
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if (draft.IsHybrid)
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{
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AddCladeSource(list, ability, CodexContent.Clade(draft.SireCladeId), " (sire)");
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AddCladeSource(list, ability, CodexContent.Clade(draft.DamCladeId), " (dam)");
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// Hybrids: take ONE ability modifier from each parent clade.
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// Picks stack if they happen to land on the same ability — the
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// original "no stack, take +1 + free elsewhere" rule was
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// dropped per project decision. Species mods don't apply.
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if (draft.SireChosenAbility == ability)
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AddCladeChoice(list, ability, CodexContent.Clade(draft.SireCladeId), " (sire)");
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if (draft.DamChosenAbility == ability)
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AddCladeChoice(list, ability, CodexContent.Clade(draft.DamCladeId), " (dam)");
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}
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else
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{
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AddCladeSource(list, ability, CodexContent.Clade(draft.CladeId), "");
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var sp = CodexContent.SpeciesById(draft.EffectiveSpeciesId);
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if (sp is not null) AddDictSource(list, ability, sp.Name, sp.AbilityMods);
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}
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var sp = CodexContent.SpeciesById(draft.EffectiveSpeciesId);
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if (sp is not null) AddDictSource(list, ability, sp.Name, sp.AbilityMods);
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return list;
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}
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/// <summary>The chosen-mod path: one mod from a parent clade. The value
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/// is the clade's actual mod for that ability (so picking CON from
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/// canidae yields +1 while picking CON from ursidae yields +2).</summary>
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private static void AddCladeChoice(List<ModSource> list, string ability, CladeDef? clade, string suffix)
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{
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if (clade is null) return;
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if (clade.AbilityMods.TryGetValue(ability, out int v) && v != 0)
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list.Add(new ModSource(clade.Name + suffix, v));
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}
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public static int TotalBonus(string ability, CharacterDraft draft)
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=> Sources(ability, draft).Sum(s => s.Value);
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