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## About The Pull Request For instances of athletics gains that don't involve workout machinery/granting the exercised status effect, those sources of experience suffer from increasing diminishing returns as the person gains athletics levels. ## Why It's Good For The Game While I still like that this lets more people engage with athletics across a round, it did unfortunately trivialize getting higher levels of athletics by doing some relatively banal activities that took really no preparation to accomplish. The intended method of getting experience should be the workout equipment, and so at a certain point these sources of experience should stop granting free levels. If someone refuses to interact with the workout mechanics and only chooses to use these alternative methods, then uh....I guess all the more power to them but they'll be there for a while. ## Changelog 🆑 balance: Athletics experience gain from non-workout sources, such as climbing ladders, hopping tables and rope climbing, experience diminishing returns as you gain athletics levels. To reach legendary fitness, you really should hit the gym. /🆑
58 lines
2.5 KiB
Plaintext
58 lines
2.5 KiB
Plaintext
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// Skill levels
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#define SKILL_LEVEL_NONE 1
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#define SKILL_LEVEL_NOVICE 2
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#define SKILL_LEVEL_APPRENTICE 3
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#define SKILL_LEVEL_JOURNEYMAN 4
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#define SKILL_LEVEL_EXPERT 5
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#define SKILL_LEVEL_MASTER 6
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#define SKILL_LEVEL_LEGENDARY 7
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#define SKILL_LVL 1
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#define SKILL_EXP 2
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// Level experience requirements
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#define SKILL_EXP_NONE 0
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#define SKILL_EXP_NOVICE 100
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#define SKILL_EXP_APPRENTICE 250
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#define SKILL_EXP_JOURNEYMAN 500
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#define SKILL_EXP_EXPERT 900
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#define SKILL_EXP_MASTER 1500
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#define SKILL_EXP_LEGENDARY 2500
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//Allows us to get EXP from level, or level from EXP
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#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)
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//Skill modifier types
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///ideally added/subtracted in speed calculations to make you do stuff faster
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#define SKILL_SPEED_MODIFIER "skill_speed_modifier"
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///ideally added/subtracted where beneficial in prob(x) calls
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#define SKILL_PROBS_MODIFIER "skill_probability_modifier"
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///ideally added/subtracted where beneficial in rand(x,y) calls
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#define SKILL_RANDS_MODIFIER "skill_randomness_modifier"
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///ideally for addittive operations
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#define SKILL_VALUE_MODIFIER "skill_value_modifier"
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// Gets the reference for the skill type that was given
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#define GetSkillRef(A) (SSskills.all_skills[A])
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//number defines
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#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.
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#define CLEAN_SKILL_GENERIC_WASH_XP 1.5//Value. Higher number = more XP when cleaning non-cleanables (walls/floors/lips)
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///The multiplier of the extra experience given by the fishing minigame based on difficulty. At the default difficulty of 15, the bonus will be of 21%.
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#define FISHING_SKILL_DIFFIULTY_EXP_MULT 0.015
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///How much exp one would gain per spent playing the fishing minigame at minimum difficulty. the time is multiplied by 0.1 because deciseconds...
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#define FISHING_SKILL_EXP_PER_SECOND (SKILL_EXP_LEGENDARY / (15 MINUTES * 0.1))
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///The base modifier a boulder's size grants to the mining skill.
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#define MINING_SKILL_BOULDER_SIZE_XP 10
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///The base modifier for how much experience is earned from misc athletics interactions
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#define ATHLETICS_SKILL_MISC_EXP 5
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// Skillchip categories
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//Various skillchip categories. Use these when setting which categories a skillchip restricts being paired with
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//while using the SKILLCHIP_RESTRICTED_CATEGORIES flag
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#define SKILLCHIP_CATEGORY_GENERAL "general"
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#define SKILLCHIP_CATEGORY_JOB "job"
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