// 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 ///ideally added/subtracted in speed calculations to make you do stuff faster #define SKILL_SPEED_MODIFIER "skill_speed_modifier" ///ideally added/subtracted where beneficial in prob(x) calls #define SKILL_PROBS_MODIFIER "skill_probability_modifier" ///ideally added/subtracted where beneficial in rand(x,y) calls #define SKILL_RANDS_MODIFIER "skill_randomness_modifier" ///ideally for addittive operations #define SKILL_VALUE_MODIFIER "skill_value_modifier" // 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) ///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%. #define FISHING_SKILL_DIFFIULTY_EXP_MULT 0.015 ///How much exp one would gain per spent playing the fishing minigame at minimum difficulty. the time is multiplied by 0.1 because deciseconds... #define FISHING_SKILL_EXP_PER_SECOND (SKILL_EXP_LEGENDARY / (15 MINUTES * 0.1)) ///The base modifier a boulder's size grants to the mining skill. #define MINING_SKILL_BOULDER_SIZE_XP 10 ///The base modifier for how much experience is earned from misc athletics interactions #define ATHLETICS_SKILL_MISC_EXP 5 // Skillchip categories //Various skillchip categories. Use these when setting which categories a skillchip restricts being paired with //while using the SKILLCHIP_RESTRICTED_CATEGORIES flag #define SKILLCHIP_CATEGORY_GENERAL "general" #define SKILLCHIP_CATEGORY_JOB "job"