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acdbcad005 |
Xenobiology Cross Skill Interactions (#22643)
This PR adds new Cross-Skill Interactions for both Cooking and Xenobiology, the latter of which now provides a new Situational Skill Modifier. Cooking Skill now causes animals butchered by the character to drop additional meat. A pretty simple small interaction that doesn't change much in the grand scheme of things. Xenobiology has gained two new interactions, aimed at making it a skill "potentially useful" for players who think their character might be fighting Space Fauna. The first is that it provides a melee damage modifier (which can offset the penalties from low melee skill), but only when attacking Space Fauna (that aren't player controlled). Normally direct damage modifiers are very hard to balance as a consequence of brainmed, but since this applies exclusively to a PVE interaction, the balance concerns are significantly lessened. Its second new interaction is to situationally modify the amount of butchering products gained from Space Fauna (and only Space Fauna). Particularly in the case of Xenobiology, this helps position the skill in such a way that it provides Opportunity Cost for characters in Cooking, Mining, and Security (to a much lesser extent, given they almost never engage carp in melee). If points spent in Xenobiology helps a miner fight off space fauna, then points spent in Surgery are not points they're spending on being better at fighting carp. Almost all of the skills in general should have care put into making sure that they can provide viable Opportunity Cost against other skills in their same category. Cross-Skill Interactions like this are an incredibly effective method of doing so. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
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0625b841c3 |
Surgery Speed Modifiers (#22472)
This PR "gently refactors" surgery doafter timers to be deterministic and variable. Instead of being simply a random number of seconds between an upper and lower bounds, surgeries now have a base amount of time they take to perform (in fractional seconds). This doafter time can then be modified via signal interactions, such as coming from components. The Morale component, Surgery skill, Anatomy skill, and Xenobiology skill all have had signal hooks for surgery speed added, while the latter two are uniquely conditional signal modifiers. Anatomy only provides its modifier if the target's species matches your own, while Xenobiology only applies its modifier if the target is an alien. Morale can situationally either give a bonus or a penalty depending on your current amount of morale points. So to offset that this is now significantly more variable and that 4 different sources of bonus surgical speed exist, I've actually made the base surgery times always on the upper end of what their previous doafter duration range was, so surgeries are in general slower if you aren't taking advantage of specializing in it. Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
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87848fbdc3 |
Adds skill based upgrades to modular lasers. (#22425)
**Modular laser changes** - tl:dr Shooting mod laser at a mob counts up an improvement potential variable, which when the gun is disassembled, gets spread across the components. - When the components are repaired, by someone with high skill, there is a chance to increase a variable, such as damage, shot count, accuracy. - Players give the biggest increase, followed by non-player humans (protohumans & mechs fall in this catagory), then simple mobs and finally monkeys. Non combat modlasers improve slowly when used for their intended task (betarays slowly tick up when shooting hydroponics bays) The philosophy for these changes is that research should continue to be involved with the equipment they give out. It should also be difficult (but not impossible) for research to upgrade their weapons without support from other departments. Xenobio slimes, protohumans, medical help to keep the protohuman alive while you shoot it, security help to actually use the guns on real targets (this gives the biggest increases). The more powerful a weapon is the harder it is to upgrade, as it'll kill it's targets quicker. The more upgraded a weapon is the more difficult it is to upgrade further, improvement potential will get wasted on components that have already hit their cap. On their own, by the time the 5 monkeys research start with are dead, it's possible for a max skill scientist to improve one gun's worth of components by ~25%. The weapons research can now make at roundstart (with max tech) are significantly worse than what spawns in the armoury. The weapons research can make with gold, silver, uranium and phoron are equal to what spawns in the armoury. The weapons research can make with diamonds are better than what spawns in the armoury. Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge, these were the problem children. It is now impossible to make a weapon that does not take damage through use. Safe designs will only break with heavy use, by people who don't bring them back to research for repairs. Powerful designs break quickly and need repeated repairs. Adds two side grade capacitors that can be made at roundstart (with max tech), one higher damage and fewer shots. One lower damage and more shots. High skill characters get much more information when examining modular lasers and a chance to throw the gun away before it explodes. Adds some defines to help balance these changes: Improvement cap (the total percent a component can increase) Currently 100%. Increase & Decrease Cap, how much an individual variable can be increased or decreased. Currently 2x and 0.2x. Improvement multiplier, multiplies all improvement gains. Currently 1x. **Firing Pin fixes & changes** Fixed ID locked firing pins and adds them to R&D. Adds the inner research department to the firing range locked pins. This is so xenobotanists, xenobiologists & xenoarchs can use the modular lasers. Freeze rays for slimes, betarays for xenobotanists, laser activation for artifacts for xenoarch. It is still impossible for a scientist to make a weapon they can use anywhere, but they can give them to security who can use them freely. **Misc bug fixes** The weapon analyzer UI now updates and only shows relevant statistics, instead of displaying every variable even when they do nothing. Replaces the buggy tesla zap with just electrocuting the holder. Fixes a few broken visual messages. Fixes the vermin modulator not killing anything, now it also works on grems. Fixes click delay on malfunction. Fixes radiation damage numbers. Fixes the temperature modulator. Fixes the report printout showing the wrong numbers. --------- Co-authored-by: Copilot <copilot@github.com> |
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260f744906 |
Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been unfinished for sometime now. More details about it in general can be found here: https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153 For awhile I've been talking about "Things I've been doing but it would be really nice to do them with a skills system", or "And here's how I would put this into the skills system when it's done". The main thing that was stopping me from building it myself was having poor real life skills in UI code and in DB code. However, I've gotten permission to resume this PR, which has already completed the steps I would not have been able to do myself. The rest of the PR fits well into my skillset as a dev. I'm opening this PR as a draft so as to enable my dev environment to locally track all the previously modified files. I'll take this PR out of draft and give this a full writeup when I have more work to show for the PR this weekend. ### TODO - [x] Rework a decent chunk of the currently existing skills to no longer require hardcoded inserts into other systems. EG, converting from classical ss13 methods, to modern /tg/-style ECS coding methods that work off of component-signal patterns. - [x] Make sure all of the existing skills have actual game functionality (I won't PR a 2016 Baystation12 situation where 90% of the skills are fluff only) - [x] Add the various skills not yet made but are necessary for completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers). - [x] Examine each existing job in the game and assess whether it should have a skill made with it in mind, or if it's covered by an existing skill. - [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not currently in the pre-existing TODO list, proposing subcategories. - [x] Ensure that the previous TODO list is completed. ### Current Skills The current list of skills, checkmarked for if I've completed them/they have actual game mechanics. Or if we're just relegating them to separate PRs. Originally this list was going to be forced to visit for a bare minimum "does at least one thing" requirement, but now that is being forgone due to this PR ballooning out of control and in complexity, as well as development time overruns. - [x] Bartending - [x] Cooking - [x] Gardening - [x] Entertaining - [x] Electrical Engineering - [x] Mechanical Engineering - [x] Atmospherics Systems - [x] Reactor Systems - [x] Medicine - [x] Surgery - [x] Pharmacology - [x] Anatomy - [x] Forensics - [x] Robotics - [x] Pilot: Spacecraft - [x] Pilot: Exosuits - [x] Research - [x] Xenobotany - [x] Xenoarchaeology - [x] Xenobiology - [x] Unarmed Combat - [x] Armed Combat - [x] Firearms - [x] Leadership --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it> |