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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/skill_holder - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="datum/skill_holder.html#var">Var Details</a></header><main><h1>skill_holder <aside>/<a href="datum.html">datum</a>/<a href="datum/skill_holder.html">skill_holder</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L5"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 5"></a></h1><p>Skill holder datums
All procs are tied to the mind, since they are always expected to have a skill holder anyway.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/skill_holder.html#var/all_current_skill_modifiers">all_current_skill_modifiers</a></th><td>List of all current skill modifiers, so we don't add the same ones twice.</td></tr><tr><th><a href="datum/skill_holder.html#var/need_static_data_update">need_static_data_update</a></th><td>For UI updates.</td></tr><tr><th><a href="datum/skill_holder.html#var/original_values">original_values</a></th><td>List of original values stored at the time a modifier with the MODIFIER_SKILL_ORIGIN_DIFF enabled was added.</td></tr><tr><th><a href="datum/skill_holder.html#var/owner">owner</a></th><td>The mind datum this skill is associated with, only used for the check_skills UI</td></tr><tr><th><a href="datum/skill_holder.html#var/see_skill_mods">see_skill_mods</a></th><td>Whether modifiers and final skill values or only base values are displayed.</td></tr><tr><th><a href="datum/skill_holder.html#var/selected_category">selected_category</a></th><td>The current selected skill category.</td></tr><tr><th><a href="datum/skill_holder.html#var/skill_affinities">skill_affinities</a></th><td>Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.</td></tr><tr><th><a href="datum/skill_holder.html#var/skill_levels">skill_levels</a></th><td>Let's say we want to get a specific skill &quot;level&quot; without looping through a proc everytime.
Only supported by skills with tiers or levels.</td></tr><tr><th><a href="datum/skill_holder.html#var/skill_value_mods">skill_value_mods</a></th><td>current skill modifiers lists, per value, affinity, level.</td></tr><tr><th><a href="datum/skill_holder.html#var/skills">skills</a></th><td>Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/all_current_skill_modifiers"><aside class="declaration">var </aside>all_current_skill_modifiers <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L18"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 18"></a></h3><p>List of all current skill modifiers, so we don't add the same ones twice.</p><h3 id="var/need_static_data_update"><aside class="declaration">var </aside>need_static_data_update <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L26"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 26"></a></h3><p>For UI updates.</p><h3 id="var/original_values"><aside class="declaration">var </aside>original_values <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L20"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 20"></a></h3><p>List of original values stored at the time a modifier with the MODIFIER_SKILL_ORIGIN_DIFF enabled was added.</p><h3 id="var/owner"><aside class="declaration">var </aside>owner <aside> /<a href="datum.html">datum</a>/<a href="datum/mind.html">mind</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L24"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 24"></a></h3><p>The mind datum this skill is associated with, only used for the check_skills UI</p><h3 id="var/see_skill_mods"><aside class="declaration">var </aside>see_skill_mods <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L28"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 28"></a></h3><p>Whether modifiers and final skill values or only base values are displayed.</p><h3 id="var/selected_category"><aside class="declaration">var </aside>selected_category <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L32"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 32"></a></h3><p>The current selected skill category.</p><h3 id="var/skill_affinities"><aside class="declaration">var </aside>skill_affinities <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L9"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 9"></a></h3><p>Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.</p><h3 id="var/skill_levels"><aside class="declaration">var </aside>skill_levels <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L12"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 12"></a></h3><p>Let's say we want to get a specific skill &quot;level&quot; without looping through a proc everytime.
Only supported by skills with tiers or levels.</p><h3 id="var/skill_value_mods"><aside class="declaration">var </aside>skill_value_mods <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L14"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 14"></a></h3><p>current skill modifiers lists, per value, affinity, level.</p><h3 id="var/skills"><aside class="declaration">var </aside>skills <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/datums/skills/_skill_holder.dm#L7"><img src="git.png" width="16" height="16" title="code/datums/skills/_skill_holder.dm 7"></a></h3><p>Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.</p></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>