Macros, generic skill implementations.
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@@ -132,6 +132,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
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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/used_skills //path/s of skill/s exercised when using this item.
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var/skill_flags = NONE //better defines which tasks the the skill/s is/are exercised on.
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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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/obj/item/Initialize()
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if (attack_verb)
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@@ -783,7 +789,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// Called when a mob tries to use the item as a tool.
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// Handles most checks.
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/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks)
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/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = 1, max_level = INFINITY)
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// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
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// Run the start check here so we wouldn't have to call it manually.
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if(!delay && !tool_start_check(user, amount))
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@@ -795,6 +801,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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play_tool_sound(target, volume)
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if(delay)
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if(user.mind && used_skills && skill_flags & SKILL_USE_TOOL)
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LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, delay, skill_difficulty)
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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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@@ -819,6 +828,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(delay >= MIN_TOOL_SOUND_DELAY)
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play_tool_sound(target, volume)
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if(user.mind && used_skills && skill_flags & SKILL_TRAINING_TOOL && skill_gain_mult)
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if(!islist(used_skills))
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user.mind.skill_holder.boost_skill_value_to(used_skills, skill_gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
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else
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for(var/skill in used_skills)
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user.mind.skill_holder.boost_skill_value_to(skill, skill_gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
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return TRUE
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// Called before use_tool if there is a delay, or by use_tool if there isn't.
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