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Aurora.3/code/__DEFINES/components.dm
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VMSolidusandGitHub 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"
/>
2026-05-03 17:02:35 +00:00

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#define COMSIG_BASENAME_RENAME "base_name_rename"
#define COMSIG_BASENAME_SETNAME "base_name_setname"
#define ARMED_COMBAT_SKILL_COMPONENT /datum/component/skill/armed_combat
#define FIREARMS_SKILL_COMPONENT /datum/component/skill/firearms
#define UNARMED_COMBAT_SKILL_COMPONENT /datum/component/skill/unarmed_combat
#define PILOT_MECHS_SKILL_COMPONENT /datum/component/skill/pilot_mechs
#define PILOT_SPACECRAFT_SKILL_COMPONENT /datum/component/skill/pilot_spacecraft
#define ROBOTICS_SKILL_COMPONENT /datum/component/skill/robotics
#define ARCHAOLOGY_SKILL_COMPONENT /datum/component/skill/archaology
#define RESEARCH_SKILL_COMPONENT /datum/component/skill/research
#define XENOBIOLOGY_SKILL_COMPONENT /datum/component/skill/xenobiology
#define XENOBOTANY_SKILL_COMPONENT /datum/component/skill/xenobotany
#define BARTENDING_SKILL_COMPONENT /datum/component/skill/bartending
#define COOKING_SKILL_COMPONENT /datum/component/skill/cooking
#define ENTERTAINING_SKILL_COMPONENT /datum/component/skill/entertaining
#define GARDENING_SKILL_COMPONENT /datum/component/skill/gardening
#define MEDICINE_SKILL_COMPONENT /datum/component/skill/medicine
#define SKILL_COMPONENT /datum/component/skill
#define MORALE_COMPONENT /datum/component/morale
#define ELECTRICAL_ENGINEERING_SKILL_COMPONENT /datum/component/skill/electrical_engineering
#define MECHANICAL_ENGINEERING_SKILL_COMPONENT /datum/component/skill/mechanical_engineering
#define ATMOSPHERICS_SYSTEMS_SKILL_COMPONENT /datum/component/skill/atmospherics_systems
#define REACTOR_SYSTEMS_SKILL_COMPONENT /datum/component/skill/reactor_systems
#define LEADERSHIP_SKILL_COMPONENT /datum/component/skill/leadership
#define ANATOMY_SKILL_COMPONENT /datum/component/skill/anatomy
#define FORENSICS_SKILL_COMPONENT /datum/component/skill/forensics
#define PHARMACOLOGY_SKILL_COMPONENT /datum/component/skill/pharmacology
#define SURGERY_SKILL_COMPONENT /datum/component/skill/surgery
#define CAROUSING_SKILL_COMPONENT /datum/component/skill/carousing
/**
* Trinary-Boolean helper that either returns null, or the skill level of a given skill component(which can be zero).
* It will ALWAYS be null if you try to use this to check for something that isn't a skill component, so just don't. Refer to the list above this function to see what your options are.
* Therefore, merely checking if (!this) is not sufficient to use this function, and instead you should be using isnull() on it to determine whether or not the skill exists.
*/
#define GET_SKILL_LEVEL(user, comp) astype(user.GetComponent(comp), SKILL_COMPONENT)?.skill_level