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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@@ -38,6 +38,15 @@ public partial class CharacterDraft : Resource
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/// <summary>"sire" or "dam" — which parent the PC presents as.</summary>
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[Export] public string DominantParent { get; set; } = "sire";
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// Per theriapolis-rpg-clades.md "Building a Hybrid", simplified:
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// hybrids take ONE ability modifier from each parent Clade. The
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// original no-stack rule (take +1 + free elsewhere on overlap) was
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// dropped — overlapping picks just sum.
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/// <summary>Ability key picked from sire's clade mods (e.g. "STR").</summary>
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[Export] public string SireChosenAbility { get; set; } = "";
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/// <summary>Ability key picked from dam's clade mods.</summary>
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[Export] public string DamChosenAbility { get; set; } = "";
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/// <summary>
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/// Resolves the "active" clade for downstream steps (Class / Subclass
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/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
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@@ -106,12 +115,14 @@ public partial class CharacterDraft : Resource
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case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
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case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
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case "character_name": CharacterName = (string)patch[key]; break;
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case "is_hybrid": IsHybrid = (bool)patch[key]; break;
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case "sire_clade_id": SireCladeId = (string)patch[key]; break;
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case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
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case "dam_clade_id": DamCladeId = (string)patch[key]; break;
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case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
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case "dominant_parent": DominantParent = (string)patch[key]; break;
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case "is_hybrid": IsHybrid = (bool)patch[key]; break;
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case "sire_clade_id": SireCladeId = (string)patch[key]; break;
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case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
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case "dam_clade_id": DamCladeId = (string)patch[key]; break;
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case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
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case "dominant_parent": DominantParent = (string)patch[key]; break;
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case "sire_chosen_ability": SireChosenAbility = (string)patch[key]; break;
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case "dam_chosen_ability": DamChosenAbility = (string)patch[key]; break;
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default:
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GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
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break;
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