// We don't actually have a skills system, so return max skill for everything. /mob/proc/get_skill_value(skill_path) return SKILL_EXPERT // A generic way of modifying success probabilities via skill values. Higher factor means skills have more effect. fail_chance is the chance at SKILL_NONE. /mob/proc/skill_fail_chance(skill_path, fail_chance, no_more_fail = SKILL_EXPERT, factor = 1) var/points = get_skill_value(skill_path) if(points >= no_more_fail) return 0 else return fail_chance * 2 ** (factor*(SKILL_BASIC - points))