Adding skills & isac talent updates
This commit is contained in:
@@ -1,7 +1,10 @@
|
||||
<script lang="ts">
|
||||
import PseudoScript from '$lib/components/PseudoScript.svelte';
|
||||
import { TRIGGER_ACTION_REGISTRY } from '$lib/calculations/conditional';
|
||||
import { MECHANIC_EVENT_REGISTRY } from '$lib/calculations/mechanic';
|
||||
import {
|
||||
MECHANIC_COMBAT_REFERENCE_REGISTRY,
|
||||
MECHANIC_EVENT_REGISTRY
|
||||
} from '$lib/calculations/mechanic';
|
||||
|
||||
type AttributeVariable = {
|
||||
id: string;
|
||||
@@ -57,13 +60,14 @@
|
||||
{ token: 'COOLDOWN', meaning: 'Blocks that branch from activating again for the configured duration.' },
|
||||
{ token: 'WEIGHT', meaning: 'Applies a scenario-dependent contribution to a branch.' },
|
||||
{ token: 'ADD / SET / CONSUME / CLEAR / TRANSFER', meaning: 'Changes a named state pool.' },
|
||||
{ token: 'APPLY', meaning: 'Emits an Attribute modifier, damage, restoration, resource cost, or marker.' }
|
||||
{ token: 'APPLY / RELOAD', meaning: 'Emits an Attribute modifier, damage, restoration, resource cost, weapon action, or marker.' }
|
||||
];
|
||||
|
||||
const valueSources = [
|
||||
{ syntax: 'EVENT.<path>', use: 'A value carried by the current event, such as target distance or critical state.' },
|
||||
{ syntax: 'SCENARIO.<key>', use: 'A builder assumption supplied by Maximum Potential or Custom Scenario mode.' },
|
||||
{ syntax: 'COMBAT.<path>', use: 'The current calculated combat state, including current or maximum Health.' },
|
||||
{ syntax: 'COMBAT.currentHealth', use: MECHANIC_COMBAT_REFERENCE_REGISTRY.currentHealth.description },
|
||||
{ syntax: 'COMBAT.currentHealthPercent', use: `${MECHANIC_COMBAT_REFERENCE_REGISTRY.currentHealthPercent.description} “Below” conditions use a strict < comparison.` },
|
||||
{ syntax: 'PRE-EVENT COMBAT.<path>', use: 'Combat state captured before the current branch changes it.' },
|
||||
{ syntax: 'ATTRIBUTE[<id>]', use: 'The authoritative loadout total for a stable Attribute ID. Percentage Attributes use their displayed percentage value.' },
|
||||
{ syntax: 'EQUIPMENT.<path>', use: 'A value from the equipped item, including OS Protocol talent upgrades.' },
|
||||
@@ -108,6 +112,7 @@
|
||||
{ token: 'DIRECT DAMAGE', detail: 'Deals damage from a flat value or a configured percentage basis.' },
|
||||
{ token: 'RESTORATION', detail: 'Restores Health from a flat value or Health basis.' },
|
||||
{ token: 'RESOURCE COST', detail: 'Consumes Health or another modeled resource in branch order.' },
|
||||
{ token: 'WEAPON RELOAD', detail: 'Reloads the inactive weapon after the configured delay. A new activation refreshes a pending reload timer.' },
|
||||
{ token: 'MARKER', detail: 'Emits a typed state marker without changing a numeric Attribute.' }
|
||||
];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user