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Rohesie
commented
Aug 10, 2018
- Remove the majority of the skill locks, substituting them for ID locks , fumbling time or other penalties.
- Tank access made. Tank is ID locked.
- Dropship had spaghetti locks. Now they are only locked by ID, while lack of pilot skill forbids from optimizing the route and makes operating it slower.
- Riot grenade launchers are ID locked to MPs and Spec weapons to specs. Those with a mind skill can use them without an ID, for Wey-Yu PMCs and other non-marine humans' access is unfinished.
- Smartguns have no locks, but the non-trained user will suffer heavy recoil and accuracy penalties.
- Scouts can use shotguns again.
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Don't worry about keeping the code. There's no reason to if it's going to sit unused in comments.
code/game/machinery/autodoc.dm
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var/fumbling_time = SKILL_TASK_TOUGH - ( SKILL_TASK_EASY * ( SKILL_SURGERY_PROFESSIONAL - user.mind.cm_skills.surgery ) ) // 8 secs non-trained, 5 amateur, 2 trained | ||
if(!do_after(user, fumbling_time, TRUE, 5, BUSY_ICON_BUILD)) return | ||
/*user << "<span class='warning'>You have no idea how to put someone into \the [src]!</span>" | ||
return*/ |
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Remove unused code, don't comment it out. The history of these files are tracked/deleted code can be recovered.
var/fumbling_time = 100 - 20 * usr.mind.cm_skills.pilot | ||
if(!do_after(usr, fumbling_time, TRUE, 5, BUSY_ICON_BUILD)) return | ||
/*usr << "<span class='warning'>A screen with graphics and walls of physics and engineering values open, you immediately force it closed.</span>" | ||
return*/ |
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here too
user << "<span class='warning'>You have no clue how this thing works...</span>" | ||
return 0 | ||
return 0*/ |
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beepboop
code/game/objects/items/bodybag.dm
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usr << "<span class='warning'>You're not trained to use this.</span>" | ||
return | ||
return*/ |
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beepboop
/obj/item/reagent_container/hypospray/autoinjector/tricord/skillless | ||
name = "\improper First-aid autoinjector" | ||
desc = "An autoinjector loaded with a small dose of medicine for marines to treat themselves with." | ||
skilllock = 0 | ||
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||
*/ |
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beepboop
/*var/turf/current_turf = get_turf(user) | ||
if (current_turf.z == 3 || current_turf.z == 4) //Can't fire on the Almayer, bub. | ||
click_empty(user) | ||
user << "<span class='warning'>You can't fire that here!</span>" | ||
return 0*/ | ||
if(user.mind && user.mind.cm_skills && user.mind.cm_skills.spec_weapons < SKILL_SPEC_TRAINED && user.mind.cm_skills.spec_weapons != SKILL_SPEC_ROCKET) | ||
user << "<span class='warning'>You don't seem to know how to use [src]...</span>" | ||
return 0 | ||
return 0*/ //GUN_SPECIALIST does the job |
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beepboop
var/fumbling_time = 100 - 20 * usr.mind.cm_skills.pilot | ||
if(!do_after(usr, fumbling_time, TRUE, 5, BUSY_ICON_BUILD)) return | ||
/*usr << "<span class='warning'>A screen with graphics and walls of physics and engineering values open, you immediately force it closed.</span>" | ||
return*/ |
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beepboop
code/modules/surgery/surgery.dm
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var/fumbling_time = SKILL_TASK_FORMIDABLE - ( SKILL_TASK_AVERAGE * user.mind.cm_skills.surgery ) // 20 secs non-trained, 15 amateur, 10 semi-prof | ||
if(!do_after(user, fumbling_time, TRUE, 5, BUSY_ICON_BUILD)) return | ||
/*user << "<span class='warning'>You have no idea how to do surgery...</span>" | ||
return 1*/ |
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beepboop
code/modules/vehicles/powerloader.dm
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H << "<span class='warning'>You don't seem to know how to operate [src].</span>" | ||
return | ||
return*/ |
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boopbeep
code/modules/vehicles/tank.dm
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var/fumbling_time = 100 - 20 * M.mind.cm_skills.large_vehicle | ||
if(!do_after(M, fumbling_time, TRUE, 5, BUSY_ICON_BUILD)) return | ||
/*M << "<span class='notice'>You have no idea how to operate this thing.</span>" | ||
return*/ |
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and that should be all of them.
What cosmic said, also this is the sort of thing I'd want to testmerge before we fully merge. Seems mostly fine though. |
👍 |
@@ -144,13 +146,14 @@ | |||
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/obj/machinery/computer/dropship_weapons/dropship1 | |||
name = "\improper 'Alamo' weapons controls" | |||
req_access = list(ACCESS_MARINE_DROPSHIP) | |||
New() |
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Oh god relative pathing, could you fix these wherever you see them if you touch on stuff nearby.
Just switch this to
/obj/machinery/computer/dropship_weapons/dropship1/New()
How do you fumble on the autodoc console? Do you add unnecessary surgeries to the queue? Remove previously entered surgeries? Speaking of, maybe it's OOS but could you add removing queued up surgeries from autodoc? |
You simply take long to put someone into the autodoc. Could be added that you also fumble while using it, but it wouldn't make sense for the machine to work slower because you are not skilled. Your use of it is the part that is impaired, only. You can remove queued up surgeries. What do you mean? |
Any further issues with this? |
Please give tanker boys lv2 engineering so they can take care of the best themselves. |
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I dislike how much duplicated code exists here but there isn't an easy way to just turn it in to a proc without giving it tons of args. Skill checks should get refactored eventually but this is fine for now.
code/__DEFINES/access.dm
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@@ -31,6 +31,7 @@ most of them are tied into map-placed objects. This should be reworked in the fu | |||
#define ACCESS_MARINE_PILOT 23 | |||
#define ACCESS_MARINE_WO 24 | |||
#define ACCESS_MARINE_RO 26 | |||
#define ACCESS_MARINE_TANK 30 |
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27
…ire without an ID. Scouts can fire shotguns again.
…ts and descriptions.
…tched skill locks to fumble times except for dropship flight optimization.
…can reports and medevac stretchers available for everyone. Defib, syringes, autodoc and surgery without hard locks, but with skill-related delays (and sometimes effectiveness variation).
…. First Aid Pouch now has regular tricord and tramadol autoinjectors, same for wall-mounted nanomeds.
…ed advanced kits heal 6 instead of 3. Trained kits unchanged, healing 12.
From 30 to 27.
…ire without an ID. Scouts can fire shotguns again.
…ts and descriptions.
…tched skill locks to fumble times except for dropship flight optimization.
…can reports and medevac stretchers available for everyone. Defib, syringes, autodoc and surgery without hard locks, but with skill-related delays (and sometimes effectiveness variation).