/datum/mind
Vars | |
crew_objectives | WS edit - Crew objectives variable, stores crew objective datums |
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current_scar_slot_index | The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with) |
experience_multiplier | Skill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there. |
experience_multiplier_reasons | Skill multiplier list, just slap your multiplier change onto this with the type it is coming from as key. |
known_skills | Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp. |
original_character | What character we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not |
original_character_slot_index | The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots |
skills_rewarded | List of skills the user has recieved a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often |
Procs | |
adjust_experience | Adjust experience of a specific skill |
exp_needed_to_level_up | Return the amount of EXP needed to go to the next level. Returns 0 if max level |
get_skill_exp | Gets the player's current exp from the relevant skill |
get_skill_level | Gets the player's current level number from the relevant skill |
get_skill_modifier | Gets the skill's singleton and returns the result of its get_skill_modifier |
set_experience | Set experience of a specific skill to a number |
set_level | Set level of a specific skill |
update_skill_level | Check what the current skill level is based on that skill's exp |
Var Details
crew_objectives
WS edit - Crew objectives variable, stores crew objective datums
current_scar_slot_index
The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with)
experience_multiplier
Skill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there.
experience_multiplier_reasons
Skill multiplier list, just slap your multiplier change onto this with the type it is coming from as key.
known_skills
Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp.
original_character
What character we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
original_character_slot_index
The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots
skills_rewarded
List of skills the user has recieved a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often
Proc Details
adjust_experience
Adjust experience of a specific skill
exp_needed_to_level_up
Return the amount of EXP needed to go to the next level. Returns 0 if max level
get_skill_exp
Gets the player's current exp from the relevant skill
get_skill_level
Gets the player's current level number from the relevant skill
get_skill_modifier
Gets the skill's singleton and returns the result of its get_skill_modifier
set_experience
Set experience of a specific skill to a number
set_level
Set level of a specific skill
update_skill_level
Check what the current skill level is based on that skill's exp