Skill modifiers datum WIP.
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@@ -185,27 +185,6 @@
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_ACTION_SKILL_MOD "mob_action_skill_mod" //from base of /datum/skill_holder/action_skills_mod() : (proc args list, list/mod_values)
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#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
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#define ACTION_SKILL_MOD_VALUE 2
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#define ACTION_SKILL_MOD_THRESHOLD 3
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#define ACTION_SKILL_MOD_IS_MULTI 4
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//other mod values, kept separate from the args
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#define MOD_VALUES_SKILL_MOD 1
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#define COMSIG_MOB_ITEM_ACTION_SKILLS_MOD "mob_item_action_skills_mod" //from base of /datum/skill_holder/item_action_skills_mod() : (proc args list, mod_values)
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#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
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#define ITEM_SKILLS_MOD_VALUE 2
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#define ITEM_SKILLS_MOD_FLAGS 3
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#define ITEM_SKILLS_MOD_BAD_FLAGS 4
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#define ITEM_SKILLS_MOD_IS_MULTI 5
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//other mod values, kept separate from the args
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#define MOD_VALUES_ITEM_SKILLS_SUM 1
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#define MOD_VALUES_ITEM_SKILLS_DIV 2
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#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
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#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
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// /mob/living signals
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#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
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#define COMSIG_LIVING_RESIST "living_resist" //from base of mob/living/resist() (/mob/living)
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@@ -20,9 +20,7 @@
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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#define STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO 1.2
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#define STARTING_SKILL_AFFINITY_DEF_JOB 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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@@ -75,3 +73,26 @@
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#define DORF_SKILL_COMPETENT 3
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#define DORF_SKILL_EXPERT 8
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#define DORF_SKILL_MASTER 12
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/// Skill modifier defines and flags.
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#define MODIFIER_SKILL_VALUE (1<<0)
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#define MODIFIER_SKILL_AFFINITY (1<<1)
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#define MODIFIER_SKILL_LEVEL (1<<2)
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///makes the skill modifier a multiplier, not an addendum.
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#define MODIFIER_SKILL_MULT (1<<3)
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///Sets the skill to the defined value if lower than that. Highly reccomended you don't use it with MODIFIER_SKILL_MULT.
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#define MODIFIER_SKILL_VIRTUE (1<<4)
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///Does the opposite of the above. combining both effectively results in the skill being locked to the specified value.
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#define MODIFIER_SKILL_HANDICAP (1<<5)
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///Makes it untransferred by mind.transfer_to()
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#define MODIFIER_SKILL_BODYBOUND (1<<6)
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///Adds the difference of the current value and the value stored at the time the modifier was added to the result.
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#define MODIFIER_SKILL_ORIGIN_DIFF (1<<7)
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#define MODIFIER_TARGET_VALUE "value"
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#define MODIFIER_TARGET_LEVEL "level"
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#define MODIFIER_TARGET_AFFINITY "affinity"
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///Ascending priority defines.
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#define MODIFIER_SKILL_PRIORITY_DEF 50
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#define MODIFIER_SKILL_PRIORITY_MAX 100 //max priority, meant for job/antag modifiers so they don't null out any debuff
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@@ -6,3 +6,25 @@
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//More experience value getter macros
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#define GET_STANDARD_LVL(lvl) XP_LEVEL(STD_XP_LVL_UP, STD_XP_LVL_MULTI, lvl)
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#define GET_DORF_LVL(lvl) DORF_XP_LEVEL(DORF_XP_LVL_UP, DORF_XP_LVL_MULTI, lvl)
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#define IS_SKILL_VALUE_GREATER(path, existing, new_value) GLOB.skill_datums[path].is_value_greater(existing, new_value)
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#define SANITIZE_SKILL_VALUE(path, value) GLOB.skill_datums[path].sanitize_value(value)
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///Doesn't automatically round the value.
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#define SANITIZE_SKILL_LEVEL(path, lvl) clamp(lvl, 0, GLOB.skill_datums[path].max_levels)
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/**
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* A simple universal comsig for body bound skill modifiers.
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* Technically they are still bound to the mind, but other signal procs will take care of adding and removing the modifier
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* from/to new/old minds.
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*/
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#define ADD_SKILL_MODIFIER_BODY(mod, body) \
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mod.RegisterSignal(body, COMSIG_MOB_ON_NEW_MIND, /datum/skill_modifier.proc/on_mob_new_mind, TRUE)
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///Macro used when adding generic singleton skill modifiers.
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#define ADD_SINGLETON_SKILL_MODIFIER(mind, path, id) \
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if(!GLOB.skill_modifiers[id]){\
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new path(id)\
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};\
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mind.add_skill_modifier(id ? "[path]&[id]" : path)
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