-
Notifications
You must be signed in to change notification settings - Fork 516
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds a mechanical skills system. #20159
Open
NonQueueingMatt
wants to merge
19
commits into
Aurorastation:master
Choose a base branch
from
NonQueueingMatt:paradise_lost
base: master
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Adds a mechanical skills system. #20159
NonQueueingMatt
wants to merge
19
commits into
Aurorastation:master
from
NonQueueingMatt:paradise_lost
+1,107
−21
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Conflicts: # code/modules/client/preference_setup/origin/origin.dm
NonQueueingMatt
added
⚠ High Risk
Reasonable chance of causing many or high-severity bugs.
WIP
The PR is a work in progress and should not be reviewed yet.
Balance
PRs that attempt to tweak the balance of mechanics in some way.
labels
Nov 10, 2024
Just putting here as something to keep note of : I added a "soft" mechanical skill feature in the champagne sabrage feature where bartenders and command have a higher chance of completing it successfully. For your discretion to remake. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
Balance
PRs that attempt to tweak the balance of mechanics in some way.
Changelog Required
Database
The PR or issue affects the database.
⚠ High Risk
Reasonable chance of causing many or high-severity bugs.
WIP
The PR is a work in progress and should not be reviewed yet.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This PR adds a mechanical skill system in line with what is described on the Development Roadmap. It is a character-based skill system that allows for good customization while also generally striving to enhance roleplay. Please look at the skills page on the roadmap to know what exactly I am adding.
Some mechanical inspiration was taken from the Baystation12 implementation. Namely, the skills datum and the HTML UI for the Skills character setup page.
SKILL SYSTEM WRITEUP AND HOW-TO:
Skills are implemented for two reasons: mechanically preventing you from performing actions that would break the rules, and enhancing roleplay. The first one is done via hard-locks: you are simply not able to use the INDRA consoles if you don't have the reactor systems skill. The second one is done in a multitude of ways.
Generally, failure chances should be interesting. For something like surgery as an investigator, for example, you should want to properly represent the feeling of dread that having to do surgery for such a character probably represents. It is fine for a task to practically be impossible, what we want to empower is the character actually being able to fail, mechanically, and being able to show it off in game.
To-do: