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Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
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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