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0c8fde7892
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>
Datum Component System (DCS)
Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.
See this thread for an introduction to the system as a whole.