Skill
A skill is a metadata entity that defines a measurable attribute: the
kind of thing a character can level up over time. Each skill
auto-generates a backing variable named skill_<id> at run start. The
variable is the source of truth for the skill’s current level; the
Skill entity is metadata for editor and host UI. You author skills in
the editor’s Skills panel, then reference them in skill check events
and expressions.
For conventions shared by all entity types, see Entities.
Fields
ID
The renameable, expression-namespace identifier for the skill.
You’ll type this in skill check events, in expressions that reference
the auto-generated backing variable (e.g. skill_<id> >= 5), and pick
from it in the editor’s skill picker. Renaming the ID updates
expressions that mention the old name; it doesn’t break the skill check
events that target it.
Convention: skill ids are prefixed skill_. Existing skills aren’t
renamed when the prefix convention shifts; consistency is enforced at
create-time only.
Display name
The human-readable display name shown in the editor’s skill picker, the skill check inspector, and any host UI that displays the skill’s name. Free-form string, author-typed.
Description
Optional author-facing prose explaining what the skill measures. Surfaces in the editor’s skill inspector as a detail row. No runtime effect.
Default
The starting value of the auto-generated skill_<id> variable at run
start. Integer. Default 1. The skill’s level when the run begins.
Min
The lower bound used to clamp the backing skill_<id> variable.
Default 0. The runtime clamps any write to the skill’s variable to
this floor.
Max
The upper bound used to clamp the backing skill_<id> variable.
Default 12. The runtime clamps any write to the skill’s variable to
this ceiling. Together with Min, it defines the valid range for the
skill’s level.
Translator notes
Display name can carry a translator note: see Entities for more information.
When to reach for skills
A skill is the right shape when the same numeric stat matters in more than one place. If only one node ever uses a value, a regular variable is simpler. If three nodes all need to ask whether the character is good enough at Logic to spot the contradiction, a Logic skill is what you want: one entity to author, one auto-managed variable to reference, one Min / Max to keep ranges consistent across every check.
The primary consumer is the Skill check event, which references a skill by id, rolls the auto-managed skill_<id> variable against a DC, and routes the choice on outcome. Keep the Min / Max range narrow enough that DC values stay meaningful: a 0-to-100 range turns every DC into noise, while a 0-to-12 range keeps “DC 8” legible to the writer.
See also
- Skill checks: the authoring walkthrough for building a check end to end.
- Skill check: the event that rolls against a skill.
- Variable: skills auto-generate a backing
skill_<id>variable that follows this same shape. - Expressions: for id conventions and identifier rules.