Easing fine tuning of the system.
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@@ -840,7 +840,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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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, skill_gain_mult = 1, max_level = INFINITY)
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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 = STD_USE_TOOL_MULT)
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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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@@ -885,7 +885,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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for(var/skill in used_skills)
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if(!(SKILL_TRAINING_TOOL in used_skills[skill]))
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continue
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user.mind.auto_gain_experience(skill, gain*skill_gain_mult, max_level)
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var/datum/skill/S = GLOB.skill_datums[skill]
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user.mind.auto_gain_experience(skill, gain*skill_gain_mult*S.item_skill_gain_multi)
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return TRUE
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@@ -97,7 +97,7 @@
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to_chat(user, "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>")
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else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
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if (I.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
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if (I.use_tool(src, user, 0, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
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det_time = 50 // In case the cable_coil was removed and readded.
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stage_change(WIRED)
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to_chat(user, "<span class='notice'>You rig the [initial(name)] assembly.</span>")
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@@ -69,7 +69,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
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if (get_amount() < 1 || CC.get_amount() < 5)
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to_chat(user, "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass!</span>")
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return
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CC.use_tool(src, user, 0, 5, max_level = JOB_SKILL_BASIC)
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CC.use_tool(src, user, 0, 5, skill_gain_mult = TRIVIAL_USE_TOOL_MULT)
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use(1)
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to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
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var/obj/item/stack/light_w/new_tile = new(user.loc)
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