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Adds a mechanical skills system. #20159
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Adds a mechanical skills system. #20159
NonQueueingMatt
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commits into
Aurorastation:master
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NonQueueingMatt:paradise_lost
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# Conflicts: # code/modules/client/preference_setup/origin/origin.dm
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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. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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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: