Skill calculation fixes, tweaks, antag and brain damage modifiers. (#12302)
* Skill calculation fixes, tweaks, antag and brain damage modifiers. * Experience through patience. * Priority Fix etcetera.
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@@ -112,13 +112,13 @@
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/obj/attacked_by(obj/item/I, mob/living/user)
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var/totitemdamage = I.force
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var/bad_flag = NONE
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var/bad_trait
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
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totitemdamage *= 0.5
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bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(I.used_skills && user.mind)
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if(totitemdamage)
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totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
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totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
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for(var/skill in I.used_skills)
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
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continue
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@@ -154,16 +154,16 @@
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/mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user)
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. = I.force
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var/bad_flag = NONE
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var/bad_trait
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
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. *= 0.5
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bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
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bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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. *= 0.5
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if(!user.mind || !I.used_skills)
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return
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if(.)
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. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
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. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_trait)
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for(var/skill in I.used_skills)
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if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
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continue
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@@ -207,16 +207,16 @@
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return 1
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/// How much stamina this takes to swing this is not for realism purposes hecc off.
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/obj/item/proc/getweight(mob/living/user, multiplier = 1, flags = SKILL_STAMINA_COST)
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/obj/item/proc/getweight(mob/living/user, multiplier = 1, trait = SKILL_STAMINA_COST)
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. = (total_mass || w_class * STAM_COST_W_CLASS_MULT) * multiplier
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if(!user)
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return
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var/bad_flag = NONE
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var/bad_trait
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if(iscarbon(user) && !(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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. *= STAM_COST_NO_COMBAT_MULT
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bad_flag |= SKILL_COMBAT_MODE
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bad_trait = SKILL_COMBAT_MODE
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if(used_skills && user.mind)
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. = user.mind.item_action_skills_mod(src, ., skill_difficulty, flags, bad_flag, FALSE)
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. = user.mind.item_action_skills_mod(src, ., skill_difficulty, trait, bad_trait, FALSE)
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/// How long this staggers for. 0 and negatives supported.
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/obj/item/proc/melee_stagger_duration(force_override)
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