Merge conflicts, procs instead of macros, mood signals.
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@@ -133,7 +133,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
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///Skills vars
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var/list/used_skills //list of skills exercised when using this item. An associated bitfield indicates how the skill is exercised.
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//list of skill PATHS exercised when using this item. An associated bitfield can be set to indicate additional ways the skill is used by this specific item.
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var/list/datum/skill/used_skills.
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var/skill_difficulty = THRESHOLD_COMPETENT //how difficult it's to use this item in general.
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var/skill_gain = DEF_SKILL_GAIN //base skill value gain from using this item.
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@@ -801,7 +802,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(delay)
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if(user.mind && used_skills)
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LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, delay, skill_difficulty, SKILL_USE_TOOL, NONE)
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delay = user.mind.skill_holder.item_action_skills_mod(src, delay, skill_difficulty, SKILL_USE_TOOL, NONE, FALSE)
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// Create a callback with checks that would be called every tick by do_after.
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var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, amount, extra_checks)
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