Notes
You’re a con artist who finds a town and you trick people into giving you everything. Like a twisted stardew valley.
- Subgraphs
- AttributeBonuses with output for each “Type” and each Attribute
- All outputs include luck
- LuckBonus added
- Random(0,LUCK)*.01
- TimeBonus added
- ((AGILITY+ENDURANCE)*.01)+LuckBonus
- DifficultyBonus added
- CHARM*.01+LuckBonus
- ItemTakeBonus added
- Floor((STRENGTH+CONFIDENCE*StepBonus)+LuckBonus)
- ItemCountBonus added
- Floor((PERCEPTION+WISDOM+INTELLIGENCE*StepModifier)+LuckBonus)
- AttributeBonuses with output for each “Type” and each Attribute
- To Do
- Shader thing for interactable
- Highlights the object around the edge by a pixel or two
- Inventory
- Item Pickup Notification
- Inventory
- Crafting
- Crafting
- Pickpocketing
- Fix stolen item returning to NPC and not player pocket
- Appears to be due to an issue with the placeholder not moving or re-parenting correctly.
Change how/where items spawn when pickpocketing- Modified spawning script to choose a random location in LootInventory and enable “Ignore layout” on the items
Increase the number of available items when pickpocketing- One Item by default (Adjustable – Graph Variable)
- Increases based on AttributeBonus
- Incorporate the AttributeBonus into pickpocketing for
ItemCountand ItemTake - Change loot table to account for “fake” items
- Maybe there shouldn’t be fake items, just not allowed to see what you’re taking until it’s taken, affected by a perception bonus of some sort, allowing high perception to get an idea of what the cards are (?). Maybe it takes time to do? Maybe it has a cooldown or limited uses or both? Maybe it is skill related too?
- Fix stolen item returning to NPC and not player pocket
- Create Skill Bonuses
- Incorporate this as needed (Expand this once bonuses are created)
Pickpocket
- Shader thing for interactable
- Mechanics
- Difficulty
- Add to reduce difficulty
- Subtract to increase difficulty
- Application Variables
- BaseModifier = .01
- StepModifier = .1
- ItemManager
- Singleton on ItemManager in ItemManager graph
- Player
- Set On Start on Player in Player graph
- Difficulty
- Player
- Attributes
- Charm
- “Reduces difficulty” of all tasks
- Charm * BaseModifier added to all difficulty calculations
- Strength
- Increases the number of items player can take while pickpocketing
- Strength * StepModifier added to loop counts
- Agility
- Increases the amount of time on any timers
- Agility * BaseModifier added to all time calculations
- Intelligence
- Increases possible items
- Intelligence * StepModifier (floored) added to loop counts
- Wisdom
- Increases possible items
- Wisdom * StepModifier (floored) added to loop counts
- Confidence
- Increase the number of items player can take when pickpocketing
- Confidence * StepModifier (floored) added to loop counts
- Perception
- Chance to increase the number of items you can choose from
- Perception * StepModifier (floored) added to loop counts
- Endurance
- Increases the amount of time on any timers
- Endurance * BaseModifier added to all time calculations
- Luck
- Randomly improves everything in the player’s favor
- Random Range 0-<LUCK> (Inclusive) * BaseModifier added (or subtracted) for all rolls
- Charm
- Skills
- Pickpocket
- Reduces Difficulty of pickpocketing
- Pickpocket * StepModifier added to Difficulty
- Stealth
- Trickery
- Deception
- Swagger
- Pickpocket
- Attributes
- Minigames
- Emotional Manipulation
- Use the UI elements, speech bubbles/thoughts. Have the player be able to move the top and bottom in different directions.
- Each set (top/bottom) represents an emotion.
- They have a starting emotion and you have to switch pieces until you get another emotion match.
- Emotions flow logically in some way, top and bottom have different flows.
- Emotional Manipulation
- Items
- Blackmail Material
- One of the required components for Blackmail grift
- Can be found in “trash” items
- Bank Details
- One of the required components for Wire Fraud grift
- Can be found in “trash” items
- Blackmail Material
- Minions
- They act as an automated way of acquiring items.
- Assigned individually to tasks such as pickpocketing