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27f727b71f |
Mechanical Engineering Cross Role Interactions (#22880)
<img width="606" height="144" alt="image" src="https://github.com/user-attachments/assets/f1c88863-37be-41e0-be79-27fca980a3f3" /> This PR adds new "Cross-Role Interactions" for the Mechanical Engineering skill, with two specific kinds that are aimed at a variety of different roles. 1. **Bonus damage vs. structures**: Having ranks in MechE makes you deal bonus damage when melee attacking structures like Airlocks and Windows. This makes it a desireable niche pick for any kind of job that can see themself wanting to take a breaching to a room's entrance! For example, paramedics, shaft miners, and security can all make use of it on occasion. 2. **Mech Repair Speed**: This one is aimed specifically at Machinists. Repairing mechs with a welder is no longer instantaneous (That was very powergamey in practice for 'battle machinists'). Instead it has a repair speed (and repair amount) that scales with your Mechanical Engineering skill. Why MechE and not Robotics? To encourage further "Machinist Specialization". Machinist players were already pretty naturally inclined to position their character as either being a Robotics Specialist, or a Mechatronics Specialist, by sheer virtue of there being two machinist slots and two noticeably distinctive roles. This separation of skill interactions is there to further encourage this degree of separation between machinist skillsets. As a side note, just so I'm not thoroughly pissing off every machinist main. As a quality of life improvement, I've made it so that attempting to repair a mech with a welder will loop the repair until completed or interrupted. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
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c92d909534 |
Wires Panel and Signaler Expansion (#22846)
Fleshes out wire panel skill behavior and signaler management. Electrical Engineering 4 was very OP for revealing all wire labels of all machines, and it was super fun while it lasted. Wire panels now have associated skills with their use, and increased skill ranks will increase the proportion of wires (chosen at random) that are easily recognizable on sight for certain types of wiring panels. **Professional:** 75% revealed **Trained:** 50% revealed **Familiar:** 30% revealed _(note: having both Electrical and Mechanical engineering at least Trained gives you that baseline 30%, reflecting how your knowledge can probably translate to decent guesswork.)_ The following wire panels are affected: **Electrical Engineering:** - APCs - Cameras - IFF Beacons - Radios - Smartfridges - SMES Units **Mechanical Engineering** - Airlocks - Disposal Units - Fabricators - Vending Machines **Atmospherics Systems** - Air Alarms **Reactor Systems** - Particle Accelerator Control Boxes (lol) **Robotics** - Hardsuits - Suit Storage Units (sharing the love is all) - Robots - Tag Scanners **Xenobiology** - Stasis Cages Also, I made it possible to blow out all the lights in an APC's area by snipping the power regulator cable and then pulsing the lights wire. Great for signalers. Speaking of signalers, new app deployed to all Engineering, Research, and Robotics personal modular computers: <img width="816" height="722" alt="Screenshot 2026-07-14 144049" src="https://github.com/user-attachments/assets/3d588712-ebfd-47ac-b699-7cdac2c04907" /> Self-explanatory. Please only use corporate-provided software for behavior within your contract regulations. |
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48d8a06d1c |
Conditioning Skill And Mass (#22747)
This PR does a few new things: 1. Adds a Mass var for Movables (/Mob, /Obj) which is literally required for me to do anything at all with Kinematics (Very routine basic physics) 2. Adds a derived "effective mass" statistic which is generated via signal hook, allowing sources like Skills, Drugs, Cybernetics etc to pitch in and contribute to a user's "Strength" in certain situations without directly modifying mass. 3. Adds a mass modifier var for species datums, while painstakingly calibrating each and every single species with consultation from every lore team. A baseline human gets 72.0kg of Human Reference Mass. Any species applied to it will multiply this by a constant that algebraically cancels out the Human Reference Mass and replaces it with a Species Reference Mass. Changing a species via the usual procs will reset and then re-apply the correct values. 4. Refactored Lift/Drag/Fireman to have limits and penalties based on relative effective mass 5. Finally, to make use of all this, I've added a new Conditioning Skill, which modifies effective mass. The standard assumption made for Lift/Carry is based in an assumption that a typical character should realistically be able to lift/carry/fireman a person 1.25x their mass. Previously the fireman carry mechanic was heavily hardcoded, and didn't have much in the way of granularity. If I wanted to RP a character that was a bodybuilder, there wasn't really a way to do this. With this PR, there's now a fairly large variety of interesting breakpoints. This also allows there to be more granularity between different species as desired by our lore teams. For example, a Zhan is in general stronger than a M'sai. To give an example in the breakpoints for two different species: Human Lift Breakpoints: Rank 1: 90kg (lift a Skrell, Human, Offworlder, M'sai, KA, or ZA) Rank 2: 112.5kg (Lift a Zhan, Shell, or Diona Coeus) Rank 3: 135kg (Lift a (Non-Industrial) IPC, Unathi) Rank 4: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above) Can Never Lift: Industrial, Bullwark, Diona, Vaurca Ta' Zhan Tajara Lift Breakpoints: Rank 1: 116kg (Skrell, Human, Offworlder, M'sai, Ka, Za, Zhan, Shell, or Diona Coeus) Rank 2: 145kg (Non-Industrial IPC, Unathi) Rank 3: 174kg (No new breakpoints, though you get less penalties from the above) Rank 4: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown) <img width="1078" height="436" alt="image" src="https://github.com/user-attachments/assets/a6802515-a827-4dc1-8734-55b604c589ab" /> Conditioning as a Skill sits in the Occupational category, which has been carefully chosen and designed around to create a fairly compelling web of opportunity costs. As a skill, it's very desireable for basically any person that wants to play a "Muscular character" and also enjoys fireman carrying people around, which makes it particularly useful for hangar techs. By contrast a Paramedic might not actually need this skill, since they can bypass the usual limits by just using rollerbeds. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
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0c8fde7892 |
Resolve Skill (#22780)
By popular request, this PR adds a new minor skill to the Everyday category. The "Resolve" skill is relatively straightforwards, providing a small permanent morale point bonus. Which by virtue of how the Morale system works, it also does double-duty as a "Psychic Damage Resistance", since it allows you to take that many extra points of psychic damage from psirens before the penalties kick in. At maximum ranks in Resolve, you can take 3 shots from an Omen before the next shot inflicts the psi-panic condition. Effectively giving a soak pool of 1 hit per rank bought in the skill. <img width="1274" height="527" alt="image" src="https://github.com/user-attachments/assets/ac3da1fd-8053-42d5-97bb-38633d420921" /> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> |
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441ef5805d |
Splits Pilot: SpaCecRaft intO three levelS and Adds Piloting Education BacKgrounds (#22673)
These were some of the first given feedback for skills, so I may as well implement it. Piloting is now split into three levels like other skills which note what pilot class of vessel you may comfortably pilot. (Familiar) **Shuttle Pilot** is for all landables: Spark, Canary, Intrepid, the Quark, and the like are all equal under it. (Trained) **Class II Pilot** covers most ships, which are "overmap-only" and unable to land or dock. (Professional) **Class IV Pilot** covers only the Horizon normally, but design-wise extends to whatever is the main player ship, or for anything massive **Antags get Professional Pilot, so they can always do ship hijack gimmicks without worry.** As a convenience to make Bridge personnel stand out, Professional/Class IV Pilots can deduce their current overmap coordinate from examining space on help intent for 3s. There's no way to directly link to the overmap, so on the backend, this ability briefly references an existing ship console. ### Design Class II and IV are pre-existing terms in-lore, used on the Interstellar Travel page to refer to civilian size classes. With how important each level of piloting is, they cost _+4 points_ each instead of going 2 -> 4 -> 8. This lets there exist the occasional pilot character from any background, but it's _always_ an investment and piloting the Horizon stays hard without training. As Familiar currently costs 6 points, this is effectively a 2-point buff for most cases as you'll rarely have to pilot non-shuttles. (**EDIT**: Piloting levels are now 4 -> 8 -> 10 so there's a bit of flexibility to have an extra skill for Professional Pilots from Expeditionary Trade) #### The _**real meat**_ of this PR... is that you can now attempt to pilot vessels a level higher than you with penalties, so there's now a failure spectrum should you manage to access an adjacent-class ship rather than always being hard-locked. The penalties affect acceleration, slowing, turning, and rolling. They're most extreme for Shuttle and Class IV to represent how clueless an unlicensed pilot would be and how complex the Horizon realistically is to operate. With smart usage of autopilot, you can actually find a way to travel normal-ish. I think this is a fun interaction to have for underskilled characters, and makes autopilot actually have a use as it otherwise kills you. Maybe Bridge personnel can give lessons to Class II pilots with it. ### Piloting Education Backgrounds Coming are THREE piloting education backgrounds: Flight Academy, Fleet Training, and Expeditionary Trade. #### ALL GET _Familiar Electrical Engineering,_ _Familiar Atmospheric_ (EDIT: Flight Academy is now the only background that gets Familiar Mechanical Engineering, this makes them stand out as being notably handy/utility-ready for emergencies, but other backgrounds can still easily match them with points. Fleet Training has Tenacity down to Trained for character variety, though tenacity is very slight buffs and hard to notice. Expeditionary Trade now uses Familiar Firearms over Familiar Armed Combat as it's more immediately important.) Electrical Engineering now lets you use a power cell on an unpowered ship console to give it emergency battery life based on the charge. This helps with cases of being stranded from an APC broken by a meteor, a high-capacity cell can give 10m or more based on Electrical level. I may expand this bypass mechanic to all consoles in the future. Atmospherics skill has no implementation currently, but dealing with breaches or cycling on shuttles is too important. Flight Academy - BC, XO, Captain *Professional Piloting, Trained Leadership, Familiar Mechanical Engineering* > "You are at least 25 years of age, with the best navigation training the Spur can offer, vessel handiness in a pinch, and the know-how for reining in or assuring passengers for the voyage." Flight Academy has Leadership honestly just because I didn't want Fleet Training to look too good, and because I think they can rock the "this is your pilot speaking" in a cool way. Bridge personnel are usually the ones that have to wraggle people on away sites, especially during events. Mechanical Engineering allows them to make machine frames of ship consoles in emergencies. Fleet Training - BC, XO, Captain *Professional Piloting, Trained Firearms, Trained Tenacity* > "You are at least 25 years of age, with the most extensive navigation training possible and military discipline to back it up. You're a steady shot in emergencies and, damn it-- You. Go. Down. With. The. Ship." This was made because a player informed me many BC and XOs choose military backgrounds, and the +4 points design would prevent that. Fleet Training isn't the same as Military Training, but having all of Piloting gives you 6 points free to match MT if wanted. The high Tenacity is primarily for surviving in ship combat, where you'll probably bleed/suffocate to death. Expeditionary Trade - Miners, Xenology roles, OM, RD *Familiar Piloting, Familiar Firearms, Familiar Medicine* > "You've developed trade skills for a career of expeditions. You are at home in a shuttle piloting to and from for an average day's work. You can even hit a shot or tend to wounds when things eventually get unsafe." This is for Miner and Xenoarch primarily. An expedition is just any journey with an objective, all roles revolving around piloting shuttles to an objective needs to be able to hold their own if they ever find carp or have an accident, especially since they'll likely be alone. #### MISC stuff corrected shaper gear comments I left wrong Hotwiring piloting consoles now checks for Familiar in Electrical Engineering. Its visible emote also now looks identical to attempting an emergency bypass at first glance, so you can sneakily attempt one with an unpowered console. The Doctor of Psychology education background now gives Trained in Leadership. This was intended to be uncommented, but the person forgot to do it. Research Directors now need to have Familiar/Shuttle Pilot. According to the Guide to Piloting wikipage, they're supposed to be able to fly the Intrepid and Quark for expeditions, and likely mirroring how the OM can fly the Spark, but an RD can spawn completely incapable of piloting currently. --------- Signed-off-by: runecap <43975590+runecap@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> |
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84836d35f2 |
More Transparent Skills (#22746)
So one of the most important 'features' of the Skills System is that Skills are supposed to have a fairly interconnected web of **Opportunity Costs** against each other. EG: Points spent in Surgery are points not spent in Xenobiology and vice versa. A significant problem with this however is that from the start we were very wishy-washy about having skills actually tell the players what they do, and were intentionally refraining from telling the players the actual numbers behind them. This creates a few major problems: 1. It creates a knowledge difference between players who can code-dive to find out what the skills do, and those who can't, effectively turning skills into the same problem as "Secret Chem Recipes". 2. It prevents players from making informed decisions about how they build their characters. 3. It turns out players are extremely unlikely to put points into a skill if they don't know what it does. 4. It sabotages the "Opportunity Cost" factor of skills. If a player doesn't know that Xenobiology for instance has some niche uses for their role, they won't ever consider taking it over something more 'useful' like Surgery. There is also a side issue that players generally tend to overwhelmingly despise skills that are 'reverse ordered', giving them penalties if they don't buy the skill. They feel like this punishes them for not picking something. In the case of Firearms/Unarmed/Armed my hands are tied right now because of how the combat system is (not) balanced. But I can at least fix that for the Mech piloting skill with some clever small tweaks to the math. Players currently strongly don't like the new mech movement because the non-forward directions tend to be too punishing. So I'm tweaking the Pilot: Mechs math to be more player-friendly by actually improving the handling experience of mechs. The bulk of this PR is of course making as many skills as possible fully transparent about what they do. Wherever possible, Skills now openly state what they modify, and by how much at a given rank. <img width="1270" height="982" alt="image" src="https://github.com/user-attachments/assets/9619f2fa-8dd6-4021-8482-43a1f76f33f4" /> |
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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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7a99813dd0 |
The Case Dossier program (#22703)
This adds the case dossier program. A program intended for investigators to use for their cases, with the ability to record evidence, photos, documents, people and their notes on a case. The rest of security is able to view cases in the program, but not edit them. Additionally, the forensic skill was added to evidence bags and photos, allowing a person to add the time, place and the person using them, mainly intended to be used with the case dossier program. Fibers and prints can now be gathered from objects inside evidence bags, to avoid contamination. Also fixed some bugs with taking photos of certain objects, such as airlocks. https://github.com/user-attachments/assets/92a880e9-9032-46d4-88c0-43d45b64f979 |
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062f8c46ae |
Adds stiring glasses with spoons for moodlets (#22585)
Shaking coffee in the shaker was silly. Now you can stir your coffee to make people happy. <img width="1379" height="165" alt="image" src="https://github.com/user-attachments/assets/9ad5e514-f66e-43d5-b4e9-b8a3122a7f21" /> --------- Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it> |
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0c08e73820 |
Fixes education age restriction and max skill level in educated skills (#22645)
The education age restriction now applies to tajara and unathi as well. The max skill level was supposed to be unlocked in educated skills, but was being accidentally locked to only the skill level the education gave. This meant someone uneducated could sometimes get even higher skill than an educated person, by spending skill points. The three combat skill ranks were reduced to trained level as their max. It was not possible for players to get higher before, and 3 was already the baseline. If a professional is ever implemented for antags or similar, it can be set back again then. Doctor of Pharmacy was reduced to only need 25 years old, due to both the description and that the pharmacist job has that age requirement too. fixes https://github.com/Aurorastation/Aurora.3/issues/22376 fixes https://github.com/Aurorastation/Aurora.3/issues/22286 fixes https://github.com/Aurorastation/Aurora.3/issues/22232 kinda. It was already fixed, but more fixing on restrictions also reported on it. fixes https://github.com/Aurorastation/Aurora.3/issues/22610 |
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504913cfc8 |
Anatomy Skill take 2 (#22481)
A continuation of https://github.com/Aurorastation/Aurora.3/pull/22354 with permission from the original author. The primary changes between the two are more things being visible with no skill as well as some changes to how arterial bleedings are shown. Also a custom pain message if you touch yourself somewhere that hurts, like with broken bones. Original PR description: > This PR provides a relatively simple first implementation for the Anatomy skill, which I have intended to be more broadly useful for any character, beyond just medical characters. The first use of Anatomy skill is for when examining your own injuries, your ranks in the skill determine both the time it takes to self-examine, as well as the quality of the information provided. Previously the injury check was instantaneous, now it takes 5 seconds to perform at its baseline, and all the way down to 1.25 seconds at maximum rank in the skill. > > No ranks in Anatomy: > <img width="368" height="198" alt="image" src="https://github.com/user-attachments/assets/4aeff600-caf2-4bcb-9b58-a1ce236d8405" /> > High ranks in Anatomy: > <img width="621" height="216" alt="image" src="https://github.com/user-attachments/assets/807f0a2a-14b1-4c59-97b0-b2d5aa0f7268" /> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it> |
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13f87e4a26 |
Various Skill Bugfixes (#22533)
This PR fixes a bunch of skills related bugs, the biggest of which were the result of the system being overly trusting of the database, when in reality due to a bunch of unpredictable edge cases, the database is not guaranteed to always have what I think it has. To fix these bugs, I've had to slightly refactor how skills are generated on player characters and antagonists, such that the burden of proof for skills is with the Skills Subsystem rather than the Database. Skills generated for a fresh character that has NO preferences saved (Worst case scenario): <img width="1491" height="849" alt="image" src="https://github.com/user-attachments/assets/683fb538-106a-4679-8e2a-30dd45f456a1" /> Promoting that same character to Antagonist now increases certain skills to a minimum baseline: <img width="1315" height="830" alt="image" src="https://github.com/user-attachments/assets/94bcc69e-cbbe-45fa-956e-f53b7f5d2779" /> By Mel's request, Bluespace Technicians spawn with all skills fully maxed out for debugging purposes: <img width="1909" height="985" alt="image" src="https://github.com/user-attachments/assets/db4f3f65-3d87-47fc-907e-c68eae6d4cdb" /> |
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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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fe4f84703c |
Morale Modifying Skills (#22508)
This PR adds a new Everyday skill called Ministry, which is targeted both for the Chaplain role, as well as for characters with Theological training in general. It provides a character with a unique action called "Offer Blessing", appearing in the action bar on the top-left corner of the screen. When used on an adjacent character, it offers a series of RP prompts for the user to write a blessing of their choice to said character. If the blessing is accepted and received, the recipient gains a small Morale Modifier that scales with the user's Ministry skill ranks. The morale modifier is also increased if the two characters involved share a religion in common. <img width="1907" height="971" alt="image" src="https://github.com/user-attachments/assets/fef51432-2206-4513-a734-fe62a3acfc6c" /> <img width="357" height="94" alt="image" src="https://github.com/user-attachments/assets/2f344d04-10c9-4fbc-9183-3471c4b51e7c" /> <img width="322" height="148" alt="image" src="https://github.com/user-attachments/assets/fb5cc21f-60bb-4c9f-ba5b-45f6e3ec94ff" /> <img width="703" height="34" alt="image" src="https://github.com/user-attachments/assets/8df6b6c3-8ea7-4f64-b8c4-a439ccadc076" /> <img width="361" height="83" alt="image" src="https://github.com/user-attachments/assets/fe7b6d32-7cb5-4e60-89d8-38353981ffb2" /> There is also now a similar skill for the combat category, called Leadership. <img width="1268" height="987" alt="image" src="https://github.com/user-attachments/assets/44448560-1ff7-4bae-966b-1b8f7481005d" /> <img width="912" height="67" alt="image" src="https://github.com/user-attachments/assets/30531b15-0aa3-4ab6-b75c-3af26f8b5bdd" /> I have fully tested this PR to its completion. ### Asset Licenses The following assets that **have not** been created by myself are included in this PR: | Path | Original Author | License | | icons/hud/action_buttons/skills.dmi | gabrielgabey (Discord) | CC-BY-SA-3.0 | |
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114499f3f9 |
Tenacity Skill (#22408)
This PR adds a new Combat skill largely designed for non-combat characters called Tenacity. It's fairly analagous to traits like Will to Live from Shadowrun. Ranks in this skill make a character take a little bit longer to "bleed out in crit", but do nothing to actually change how hard they are to take down in combat. Effectively this means that ranks put in this skill give you a little bit more of a buffer of time to be picked up by a paramedic and rescued. For actual combat characters it's very undesireable since it does nothing to actually help win you fights, so this skill is largely more to serve as an option for characters outside of security who don't actually want to spend any points on direct combat capabilities. All of the numerical modifiers from the skill are rather small, and make use of pre-existing signal hooks that I've made previously for Brainmed to allow component based modifiers to organ code. <img width="1069" height="243" alt="image" src="https://github.com/user-attachments/assets/92d6c19a-a0f2-4cc8-b490-df4538fd2b3d" /> |
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387355ff99 |
Professional electrical skill reveals wires (#22385)
Professional level in the Electrical Engineering skill now reveals (non randomized) wire functions to mobs. Basically just takes the existing functionality applied to having blueprints, and lets them see this without needing said blueprints. Inspired by a similar mechanic present on Baystation. Also added a tweak to display 'None' for dud wires instead of leaving the field blank, because empty field made me think there was a bug. |
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c51ada1aa6 |
Carousing Skill (#22381)
We did need more minor/low consequence skills for the Everyday skills category. This one was suggested by Taco on the discord. <img width="1101" height="651" alt="image" src="https://github.com/user-attachments/assets/a820abd9-de71-4bd4-a4d4-d09f6226b9db" /> This skill simply makes a character better at drinking booze and doing drugs, by slightly improving their liver effectiveness. The actual numbers are quite small, nowhere near the level a Galatean's Boosted Liver might be. <img width="684" height="207" alt="image" src="https://github.com/user-attachments/assets/7672cc1d-3822-4fdf-953a-cbb411ee4371" /> |
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4379dd2c1b |
Surgery Soft Requirement Refactor (#22314)
Skills being based on "Hard Requirements" absolutely suck, and I wasn't happy with the surgery code being essentially hardcoded around them. So this PR refactors surgery to use soft requirement checks, based on modifiers to the success rate probability. Surgeries still state what skills (if any) they require and at what level, but rather than blocking the surgery, it instead imposes a penalty(or bonus) on the success chance based on how much the user's surgical skill differs from the required level. This actually stacks with the penalties for "non ideal tools", so if you're completely unskilled in surgery and you attempt to make an incision with a shard of glass, you're going to have an extremely hard time. Individual surgeries also can define how much the success rate is modified by "skill diff", with the more advanced "surgeon exclusive" surgeries having extremely large potential modifiers. I have also added a signal based check for modifiers, which the Morale component now hooks into. This can also allow for other components, implants, drugs, etc to modify the surgery chances in the future. I have manually tested this PR and verified by examining debug breakpoints in VSCode that the system correctly applies its modifiers. |
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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> |