// Skill levels #define SKILL_LEVEL_NONE 1 #define SKILL_LEVEL_NOVICE 2 #define SKILL_LEVEL_APPRENTICE 3 #define SKILL_LEVEL_JOURNEYMAN 4 #define SKILL_LEVEL_EXPERT 5 #define SKILL_LEVEL_MASTER 6 #define SKILL_LEVEL_LEGENDARY 7 #define SKILL_LVL 1 #define SKILL_EXP 2 // Level experience requirements #define SKILL_EXP_NONE 0 #define SKILL_EXP_NOVICE 100 #define SKILL_EXP_APPRENTICE 250 #define SKILL_EXP_JOURNEYMAN 500 #define SKILL_EXP_EXPERT 900 #define SKILL_EXP_MASTER 1500 #define SKILL_EXP_LEGENDARY 2500 //Allows us to get EXP from level, or level from EXP #define SKILL_EXP_LIST list(SKILL_EXP_NONE, SKILL_EXP_NOVICE, SKILL_EXP_APPRENTICE, SKILL_EXP_JOURNEYMAN, SKILL_EXP_EXPERT, SKILL_EXP_MASTER, SKILL_EXP_LEGENDARY) //Skill modifier types #define SKILL_SPEED_MODIFIER "skill_speed_modifier"//ideally added/subtracted in speed calculations to make you do stuff faster #define SKILL_PROBS_MODIFIER "skill_probability_modifier"//ideally added/subtracted where beneficial in prob(x) calls #define SKILL_RANDS_MODIFIER "skill_randomness_modifier"//ideally added/subtracted where beneficial in rand(x,y) calls // Gets the reference for the skill type that was given #define GetSkillRef(A) (SSskills.all_skills[A]) //number defines #define CLEAN_SKILL_BEAUTY_ADJUSTMENT -15//It's a denominator so no 0. Higher number = less cleaning xp per cleanable. Negative value means cleanables with negative beauty give xp. #define CLEAN_SKILL_GENERIC_WASH_XP 1.5//Value. Higher number = more XP when cleaning non-cleanables (walls/floors/lips)