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autodoc code comments on __skills.dm define (tgstation#15490)
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Co-authored-by: nefarious <[email protected]>
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ColdIronWarrior and nefarious committed Apr 14, 2024
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Showing 1 changed file with 135 additions and 138 deletions.
273 changes: 135 additions & 138 deletions code/__DEFINES/skills.dm
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// Skill defines
///CQC skill; higher disarm chance on humans(+5% per level); slight increase in punch damage.
#define SKILL_CQC "cqc"

//skill defines
#define SKILL_CQC_WEAK -1
#define SKILL_CQC_DEFAULT 0
#define SKILL_CQC_TRAINED 1
#define SKILL_CQC_MP 2
#define SKILL_CQC_MASTER 5

////////////////////////////////////////////////
///All skill string-var defines
#define SKILL_CQC "cqc"
///Unarmed damage mod from CQC skill
#define CQC_SKILL_DAMAGE_MOD 5
///Disarm chance mod from CQC skill
#define CQC_SKILL_DISARM_MOD 5

///Melee skill; 15% extra damage per skill level
#define SKILL_MELEE_WEAPONS "melee_weapons"

#define SKILL_MELEE_WEAK -1
#define SKILL_MELEE_DEFAULT 0
#define SKILL_MELEE_TRAINED 1
#define SKILL_MELEE_SUPER 2

///The amount of extra damage per melee skill level
#define MELEE_SKILL_DAM_BUFF 0.15

///Firearms skill; Increase or decrase accuracy, recoil, damage, and firing delay of most guns; ability to tac reload
#define SKILL_FIREARMS "firearms"

#define SKILL_FIREARMS_UNTRAINED 0
#define SKILL_FIREARMS_DEFAULT 1
#define SKILL_FIREARMS_TRAINED 2

///Damage mod for having the weapon specific skill above 0
#define FIREARM_SKILL_DAM_MOD 0.05

///Pistols skill; Increase accuracy, recoil, and damage of pistols and revolvers.
#define SKILL_PISTOLS "pistols"
#define SKILL_SHOTGUNS "shotguns"
#define SKILL_RIFLES "rifles"

#define SKILL_PISTOLS_DEFAULT 0
#define SKILL_PISTOLS_TRAINED 1

///SMG skill; Increase accuracy, recoil, and damage of SMGs.
#define SKILL_SMGS "smgs"

#define SKILL_SMGS_DEFAULT 0
#define SKILL_SMGS_TRAINED 1

///Rifles skill; Increase accuracy, recoil, and damage of rifles.
#define SKILL_RIFLES "rifles"

#define SKILL_RIFLES_DEFAULT 0
#define SKILL_RIFLES_TRAINED 1

///Shotgun skill; Increase accuracy, recoil, and damage of shotguns.
#define SKILL_SHOTGUNS "shotguns"

#define SKILL_SHOTGUNS_DEFAULT 0
#define SKILL_SHOTGUNS_TRAINED 1

///Heavy weapons skill; Increase accuracy, recoil, damage, and firing delay of heavy weapons (eg. machineguns, pulse rifles, flamethrower).
#define SKILL_HEAVY_WEAPONS "heavy_weapons"

#define SKILL_HEAVY_WEAPONS_DEFAULT 0
#define SKILL_HEAVY_WEAPONS_TRAINED 1

///Smartgun skill; Increase or decrase accuracy, recoil, damage, and firing delay for smartgun, and whether we can use smartguns at all.
#define SKILL_SMARTGUN "smartgun"

#define SKILL_SMART_DEFAULT -4
#define SKILL_SMART_USE -3
#define SKILL_SMART_TRAINED 0
#define SKILL_SMART_EXPERT 1
#define SKILL_SMART_MASTER 2

///Engineer skill; higher levels means faster engine repair and more integrity repair off welding
#define SKILL_ENGINEER "engineer"

#define SKILL_ENGINEER_DEFAULT 0
#define SKILL_ENGINEER_METAL 1
#define SKILL_ENGINEER_PLASTEEL 2
#define SKILL_ENGINEER_ENGI 3
#define SKILL_ENGINEER_EXPERT 4
#define SKILL_ENGINEER_MASTER 5

///Construction skill; higher levels means faster buidling
#define SKILL_CONSTRUCTION "construction"
#define SKILL_LEADERSHIP "leadership"

#define SKILL_CONSTRUCTION_DEFAULT 0
#define SKILL_CONSTRUCTION_METAL 1
#define SKILL_CONSTRUCTION_PLASTEEL 2
#define SKILL_CONSTRUCTION_ADVANCED 3
#define SKILL_CONSTRUCTION_EXPERT 4
#define SKILL_CONSTRUCTION_MASTER 5

///Medical skill; higher levels means faster syringe use and better defibrillation
#define SKILL_MEDICAL "medical"

#define SKILL_MEDICAL_UNTRAINED 0
#define SKILL_MEDICAL_NOVICE 1
#define SKILL_MEDICAL_PRACTICED 2
#define SKILL_MEDICAL_COMPETENT 3
#define SKILL_MEDICAL_EXPERT 4
#define SKILL_MEDICAL_MASTER 5

///Surgery skill; higher levels means faster surgery, less fumble time to start surgery
#define SKILL_SURGERY "surgery"
#define SKILL_PILOT "pilot"
#define SKILL_POLICE "police"
#define SKILL_POWERLOADER "powerloader"
#define SKILL_LARGE_VEHICLE "large_vehicle"
#define SKILL_STAMINA "stamina"
////////////////////////////////////////////////

//firearms skill (general knowledge of guns) (hidden skill)
//increase or decrase accuracy, recoil, and firing delay of rifles and smgs.
#define SKILL_FIREARMS_UNTRAINED 0 //civilian
#define SKILL_FIREARMS_DEFAULT 1 //marines (allow tactical reloads)
#define SKILL_FIREARMS_TRAINED 2 //special training
#define SKILL_SURGERY_DEFAULT 0
#define SKILL_SURGERY_AMATEUR 1
#define SKILL_SURGERY_TRAINED 2
#define SKILL_SURGERY_PROFESSIONAL 3
#define SKILL_SURGERY_EXPERT 4
#define SKILL_SURGERY_MASTER 5

///Damage mod for having the weapon specific skill above 0
#define FIREARM_SKILL_DAM_MOD 0.05
///Leadership skill; order strength + range of effect
#define SKILL_LEADERSHIP "leadership"

//pistols skill
//increase or decrase accuracy, recoil, and firing delay of pistols and revolvers.
#define SKILL_PISTOLS_DEFAULT 0 //marines
#define SKILL_PISTOLS_TRAINED 1 //special training

//smgs skill
//increase or decrase accuracy, recoil, and firing delay of submachineguns.
#define SKILL_SMGS_DEFAULT 0 //marines
#define SKILL_SMGS_TRAINED 1 //special training

//rifles skill
//increase or decrase accuracy, recoil, and firing delay of rifles.
#define SKILL_RIFLES_DEFAULT 0 //marines
#define SKILL_RIFLES_TRAINED 1 //special training

//shotguns skill
//increase or decrase accuracy, recoil, and firing delay of shotguns.
#define SKILL_SHOTGUNS_DEFAULT 0 //marines
#define SKILL_SHOTGUNS_TRAINED 1 //special training

//heavy weapons skill
//increase or decrase accuracy, recoil, and firing delay of heavy weapons (non spec weapons, e.g. flamethrower).
#define SKILL_HEAVY_WEAPONS_DEFAULT 0 //marines
#define SKILL_HEAVY_WEAPONS_TRAINED 1 //special training

//smartgun skill
//increase or decrase accuracy, recoil, and firing delay for smartgun, and whether we can use smartguns at all.
#define SKILL_SMART_DEFAULT -4 //big negative so the effects are far worse than pistol/rifle untrained
#define SKILL_SMART_USE -3 //can use smartgun
#define SKILL_SMART_TRAINED 0 //default for smartgunner
#define SKILL_SMART_EXPERT 1
#define SKILL_SMART_MASTER 2
#define SKILL_LEAD_NOVICE 0
#define SKILL_LEAD_BEGINNER 1
#define SKILL_LEAD_TRAINED 2
#define SKILL_LEAD_EXPERT 3
#define SKILL_LEAD_MASTER 4

//construction skill
#define SKILL_CONSTRUCTION_DEFAULT 0
#define SKILL_CONSTRUCTION_METAL 1 //metal barricade construction (CT)
#define SKILL_CONSTRUCTION_PLASTEEL 2 //plasteel barricade,(RO, SL)
#define SKILL_CONSTRUCTION_ADVANCED 3 //windows and girder construction (combat engi, CO)
#define SKILL_CONSTRUCTION_EXPERT 4 //building machine&computer frames (MT, CE)
#define SKILL_CONSTRUCTION_MASTER 5 //Early synth level.
///Pilot skill, hidden; affects dropship weapon usage (not called anywhere on Condor)
#define SKILL_PILOT "pilot"

// engineer skill
#define SKILL_ENGINEER_DEFAULT 0
#define SKILL_ENGINEER_METAL 1 //metal barricade repair && c4 use
#define SKILL_ENGINEER_PLASTEEL 2 //plasteel barricade repair
#define SKILL_ENGINEER_ENGI 3 //hacking&&planet engine fixing&&apc building (combat engi)
#define SKILL_ENGINEER_EXPERT 4 //Telecomms fixing, faster engine fixing (ST)
#define SKILL_ENGINEER_MASTER 5 //CSE, Early synth level.
//higher levels give faster engine repair.

//medical skill
#define SKILL_MEDICAL_UNTRAINED 0
#define SKILL_MEDICAL_NOVICE 1 //Premed or paramedic. Recognizing chemicals. SL, survivors.
#define SKILL_MEDICAL_PRACTICED 2 //Beginning intern, Squad Corpsman, IO.
#define SKILL_MEDICAL_COMPETENT 3 //General practitioner. Survivor doc, early synth.
#define SKILL_MEDICAL_EXPERT 4 //Surgeons. CMO, MO, synth.
#define SKILL_MEDICAL_MASTER 5 //Modern-day Aesculapius. Spatial agent only now.
//higher levels means faster syringe use and better defibrillation

//surgery skill
#define SKILL_SURGERY_DEFAULT 0 //untrained, really slow
#define SKILL_SURGERY_AMATEUR 1 //basic notions of first aid and biology (SL, SO)
#define SKILL_SURGERY_TRAINED 2 //semi-professional surgery (Squad Corpsman)
#define SKILL_SURGERY_PROFESSIONAL 3 //professional but unspecialized (Researcher)
#define SKILL_SURGERY_EXPERT 4 //specialized (Doctor)
#define SKILL_SURGERY_MASTER 5 // CMO
//higher levels means faster surgery.

//police skill, hidden
#define SKILL_POLICE_DEFAULT 0
#define SKILL_POLICE_FLASH 1 //flash use
#define SKILL_POLICE_MP 2 //all police gear use, can strip someone's clothes simultaneously
#define SKILL_PILOT_DEFAULT 0
#define SKILL_PILOT_TRAINED 1

//cqc skill
//higher disarm chance on humans(+5% per level)
//slight increase in punch damage.
#define SKILL_CQC_WEAK -1
#define SKILL_CQC_DEFAULT 0
#define SKILL_CQC_TRAINED 1
#define SKILL_CQC_MP 2 //no risk of accidental weapon discharge upon disarming (MP)
#define SKILL_CQC_MASTER 5
///Police skill; use of special equipment
#define SKILL_POLICE "police"

///unarmed damage mod from CQC skill
#define CQC_SKILL_DAMAGE_MOD 5
///disarm chance mod from CQC skill
#define CQC_SKILL_DISARM_MOD 5
#define SKILL_POLICE_DEFAULT 0
#define SKILL_POLICE_FLASH 1
#define SKILL_POLICE_MP 2

///Powerloader skill; movespeed when using a powerloader (broken currently)
#define SKILL_POWERLOADER "powerloader"

//powerloader skill
//hidden
//proficiency with powerloader, changes powerloader speed.
#define SKILL_POWERLOADER_DEFAULT 0
#define SKILL_POWERLOADER_DABBLING 1 //Combat Engineer
#define SKILL_POWERLOADER_TRAINED 2 //Captain, FC
#define SKILL_POWERLOADER_PRO 3 //Pilot
#define SKILL_POWERLOADER_MASTER 4 //CE, RO, ST

//leadership skill
#define SKILL_LEAD_NOVICE 0 //Anyone but the above. Using SL items is possible but painfully slow
#define SKILL_LEAD_BEGINNER 1 //All non-Standard Marines
#define SKILL_LEAD_TRAINED 2 //PO, CMO, etc
#define SKILL_LEAD_EXPERT 3 //SL, SO
#define SKILL_LEAD_MASTER 4 //XO, CO

//melee_weapons skill
//buff to melee weapon attack damage
#define SKILL_MELEE_WEAK -1
#define SKILL_MELEE_DEFAULT 0
#define SKILL_MELEE_TRAINED 1
#define SKILL_MELEE_SUPER 2
#define SKILL_POWERLOADER_DABBLING 1
#define SKILL_POWERLOADER_TRAINED 2
#define SKILL_POWERLOADER_PRO 3
#define SKILL_POWERLOADER_MASTER 4

///The amount of extra damage per melee skill level
#define MELEE_SKILL_DAM_BUFF 0.15
///Multitile vehicle skill; can you use the vehicle or not
#define SKILL_LARGE_VEHICLE "large_vehicle"

//pilot skill, hidden
#define SKILL_PILOT_DEFAULT 0
#define SKILL_PILOT_TRAINED 1 //Pilot
#define SKILL_LARGE_VEHICLE_DEFAULT 0
#define SKILL_LARGE_VEHICLE_TRAINED 1
#define SKILL_LARGE_VEHICLE_EXPERIENCED 2
#define SKILL_LARGE_VEHICLE_VETERAN 3

//multitile and mech vehicle skills
#define SKILL_LARGE_VEHICLE_DEFAULT 0 //nothing
#define SKILL_LARGE_VEHICLE_TRAINED 1 //loader
#define SKILL_LARGE_VEHICLE_EXPERIENCED 2 //transport crew
#define SKILL_LARGE_VEHICLE_VETERAN 3 //mech pilot and assault crew
///Stamina skill - you do cardio, right?; buff stamina-related things
#define SKILL_STAMINA "stamina"

//stamina skill - you do cardio, right?
//buff stamina related things
#define SKILL_STAMINA_WEAK -1
#define SKILL_STAMINA_DEFAULT 0
#define SKILL_STAMINA_TRAINED 1
#define SKILL_STAMINA_SUPER 2

///Stamina cooldown after you use it and before it starts to regenerate
#define STAMINA_SKILL_COOLDOWN_MOD 2 SECONDS
///Stamina skill regen multiplier increase for when stamina skill goes up
#define STAMINA_SKILL_REGEN_MOD 0.15

////////////////////////////////////////////////

//skill-related fumble and delay times
///Skill-related fumble and delay times; in deciseconds
#define SKILL_TASK_TRIVIAL 10
#define SKILL_TASK_VERY_EASY 20
#define SKILL_TASK_EASY 30
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