Ending selector, VN sequences
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@ -1,4 +1,4 @@
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import {Skill, SkillData, SkillGoverning, Stat} from "./datatypes.ts";
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import {Skill, SkillData, SkillGoverning, SkillScoring, Stat} from "./datatypes.ts";
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import {getPlayerProgress} from "./playerprogress.ts";
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class SkillsTable {
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@ -60,16 +60,41 @@ type Difficulty = 0 | 1 | 2 | 3
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type GoverningTemplate = {
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stats: Stat[],
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note: string
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scoring: SkillScoring,
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}
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type Track = "bat" | "stealth" | "charm" | "stare" | "party" | "lore"
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let templates: Record<Track, GoverningTemplate> = {
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bat: { stats: ["AGI", "AGI", "PSI"], note: "Cheaper with AGI and PSI." },
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stealth: { stats: ["AGI", "AGI", "INT"], note: "Cheaper with AGI and INT." },
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charm: { stats: ["CHA", "PSI", "PSI"], note: "Cheaper with CHA and PSI." },
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stare: { stats: ["PSI", "PSI"], note: "Cheaper with PSI." },
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party: { stats: ["CHA", "CHA", "PSI"], note: "Cheaper with CHA and PSI." },
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lore: { stats: ["INT", "INT", "CHA"], note: "Cheaper with INT and CHA." },
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bat: {
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stats: ["AGI", "AGI", "PSI"],
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note: "Cheaper with AGI and PSI.",
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scoring: {bat: 1},
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},
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stealth: {
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stats: ["AGI", "AGI", "INT"],
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note: "Cheaper with AGI and INT.",
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scoring: {stealth: 1},
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},
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charm: {
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stats: ["CHA", "PSI", "PSI"],
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note: "Cheaper with CHA and PSI.",
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scoring: {charm: 1},
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},
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stare: {
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stats: ["PSI", "PSI"],
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note: "Cheaper with PSI.",
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scoring: {stare: 1},
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},
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party: {
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stats: ["CHA", "CHA", "PSI"],
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note: "Cheaper with CHA and PSI.",
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scoring: {party: 1},
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},
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lore: {
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stats: ["INT", "INT", "CHA"],
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note: "Cheaper with INT and CHA.",
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scoring: {lore: 1},
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},
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}
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function governing(track: Track, difficulty: Difficulty): SkillGoverning {
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@ -89,6 +114,7 @@ function governing(track: Track, difficulty: Difficulty): SkillGoverning {
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target: target,
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cost: cost,
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note: template.note,
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scoring: template.scoring,
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}
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}
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