oh boy
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@@ -0,0 +1,28 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.25
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// Standard values for skill gain (this is multiplied by affinity)
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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// Misc
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/// 40% speedup at 100 skill
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#define SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(number) clamp(number / 250, 1, 2)
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@@ -63,7 +63,11 @@
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var/force_escaped = FALSE // Set by Into The Sunset command of the shuttle manipulator
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var/list/learned_recipes //List of learned recipe TYPES.
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/// Our skill holder.
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var/datum/skill_holder/skill_holder
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/datum/mind/New(var/key)
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skill_holder = new
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src.key = key
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soulOwner = src
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martial_art = default_martial_art
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@@ -0,0 +1,79 @@
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GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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/proc/init_skill_datums()
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. = list()
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for(var/path in subtypesof(/datum/skill))
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var/datum/skill/S = path
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if(S.abstract_type == path)
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continue
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S = new path
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.[S.type] = S
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/proc/get_skill_datum(path)
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return GLOB.skill_datums[path]
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/proc/sanitize_skill_value(path, value)
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var/datum/skill/S = get_skill_datum(path)
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// don't check, if we runtime let it happen.
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return S.sanitize_value(value)
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/proc/is_skill_value_greater(path, existing, new_value)
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var/datum/skill/S = get_skill_datum(path)
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// don't check, if we runtime let it happen.
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return S.is_value_greater(existing, new_value)
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/**
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* Skill datums
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*/
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/datum/skill
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/// Our name
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var/name
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/// Our description
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var/desc
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/// Our progression type
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var/progression_type
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/// Abstract type
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var/abstract_type = /datum/skill
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/**
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* Ensures what someone's setting as a value for this skill is valid.
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*/
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/datum/skill/proc/sanitize_value(new_value)
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return new_value
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/**
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* Checks if a value is greater
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*/
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/datum/skill/proc/is_value_greater(existing, new_value)
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return new_value > existing
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// Just saying, the choice to use different sub-parent-types is to force coders to resolve issues as I won't be implementing custom procs to grab skill levels in a certain context.
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// Aka: So people don't forget to change checks if they change a skill's progression type.
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/datum/skill/binary
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abstract_type = /datum/skill/binary
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progression_type = SKILL_PROGRESSION_BINARY
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/datum/skill/binary/sanitize_value(new_value)
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return new_value? TRUE : FALSE
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/datum/skill/numerical
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abstract_type = /datum/skill/numerical
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progression_type = SKILL_PROGRESSION_NUMERICAL
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/// Max value of this skill
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var/max_value = 100
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/// Min value of this skill
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var/min_value = 0
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/datum/skill/numerical/sanitize_value(new_value)
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return clamp(new_value, min_value, max_value)
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/datum/skill/enum
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abstract_type = /datum/skill/enum
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progression_type = SKILL_PROGRESSION_ENUM
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/// Valid values for the skill
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var/list/valid_values = list()
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/datum/skill/enum/sanitize_value(new_value)
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if(new_value in valid_values)
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return new_value
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@@ -0,0 +1,62 @@
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/**
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* Skill holder datums
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*/
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/datum/skill_holder
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/// Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.
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var/list/skills
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/// Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.
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var/list/skill_affinities
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/**
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* Grabs the value of a skill.
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*/
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/datum/skill_holder/proc/get_skill_value(skill)
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if(!ispath(skill))
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CRASH("Invalid get_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
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if(!skills)
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return null
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return skills[skill]
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/**
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* Grabs our affinity for a skill. !!This is a multiplier!!
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*/
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/datum/skill_holder/proc/get_skill_affinity(skill)
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if(!ispath(skill))
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CRASH("Invalid get_skill_affinity call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
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if(!skills)
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return 1
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return skill_affinities[skill]
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/**
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* Sets the value of a skill.
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*/
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/datum/skill_holder/proc/set_skill_value(skill, value)
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if(!ispath(skill))
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CRASH("Invalid set_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
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LAZYINITLIST(skills)
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value = sanitize_skill_value(skill, value)
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if(!isnull(value))
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skills[skill] = value
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return TRUE
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return FALSE
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/**
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* Boosts a skill to a value if not aobve
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*/
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/datum/skill_holder/proc/boost_skill_value_to(skill, value)
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var/current = get_skill_value(skill)
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if(!is_skill_value_greater(skill, current, value))
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return FALSE
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set_skill_value(skill, value)
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return TRUE
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/**
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* Automatic skill increase, multiplied by skill affinity if existing.
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* Only works if skill is numerical.
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*/
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/datum/skill_holder/proc/auto_gain_experience(skill, value)
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if(!ispath(skill, /datum/skill/numerical))
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CRASH("You cannot auto increment a non numerical skill!")
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var/current = get_skill_value(skill)
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var/affinity = get_skill_affinity(skill)
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bosst_skill_value_to(skill, current + (value * affinity))
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@@ -0,0 +1,3 @@
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/datum/skill/numerical/surgery
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name = "Surgery"
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desc = "How proficient you are at doing surgery."
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@@ -66,6 +66,11 @@
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// How much threat this job is worth in dynamic. Is subtracted if the player's not an antag, added if they are.
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var/threat = 0
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/// Starting skill levels.
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var/list/starting_skills
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/// Skill affinities to set
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var/list/skill_affinities
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//Only override this proc
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//H is usually a human unless an /equip override transformed it
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/datum/job/proc/after_spawn(mob/living/H, mob/M, latejoin = FALSE)
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@@ -142,7 +147,6 @@
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return TRUE //Available in 0 days = available right now = player is old enough to play.
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return FALSE
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/datum/job/proc/available_in_days(client/C)
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if(!C)
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return 0
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@@ -166,6 +170,17 @@
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/datum/job/proc/radio_help_message(mob/M)
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to_chat(M, "<b>Prefix your message with :h to speak on your department's radio. To see other prefixes, look closely at your headset.</b>")
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/datum/job/proc/standard_assign_skills(datum/mind/M)
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if(!starting_skills)
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return
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for(var/skill in starting_skills)
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M.skill_holder.boost_skill_value_to(skill, starting_skills[skill])
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// do wipe affinities though
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M.skill_holder.skill_affinities = list()
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for(var/skill in skill_affinities)
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M.skill_holder.skill_affinities[skill] = skill_affinities[skill]
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LAZYCLEARLIST(M.skill_holder.skill_affinities) //if we didn't set any.
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/datum/outfit/job
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name = "Standard Gear"
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@@ -243,6 +258,8 @@
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if(preference_source && !PDA.equipped) //PDA's screen color, font style and look depend on client preferences.
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PDA.update_style(preference_source)
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standard_assign_skills(H.mind)
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/datum/outfit/job/get_chameleon_disguise_info()
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var/list/types = ..()
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types -= /obj/item/storage/backpack //otherwise this will override the actual backpacks
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@@ -19,6 +19,9 @@
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display_order = JOB_DISPLAY_ORDER_CHEMIST
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threat = 1.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/chemist
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name = "Chemist"
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jobtype = /datum/job/chemist
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@@ -29,6 +29,9 @@
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blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
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threat = 2
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/cmo
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name = "Chief Medical Officer"
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jobtype = /datum/job/cmo
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@@ -19,6 +19,8 @@
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display_order = JOB_DISPLAY_ORDER_GENETICIST
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threat = 1.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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/datum/outfit/job/geneticist
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name = "Geneticist"
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jobtype = /datum/job/geneticist
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@@ -17,6 +17,9 @@
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display_order = JOB_DISPLAY_ORDER_MEDICAL_DOCTOR
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threat = 0.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/doctor
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name = "Medical Doctor"
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jobtype = /datum/job/doctor
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@@ -19,6 +19,9 @@
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threat = 0.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/paramedic
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name = "Paramedic"
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jobtype = /datum/job/paramedic
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@@ -20,6 +20,9 @@
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threat = 1.5
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starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
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skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
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/datum/outfit/job/virologist
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name = "Virologist"
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jobtype = /datum/job/virologist
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@@ -58,6 +58,9 @@
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return FALSE
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if(tool)
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speed_mod = tool.toolspeed
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var/skill_mod = 1
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if(user?.mind?.skill_holder)
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skill_mode = SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(user.mind.skill_holder.get_skill_value(/datum/skill/medical/surgery))
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if(do_after(user, time * speed_mod, target = target))
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var/prob_chance = 100
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if(implement_type) //this means it isn't a require hand or any item step.
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