Skill progression system [Draft] (#1056)

* fuck all

* clean up

* remove knowledge books

* Update base.yml

* cl

* fix #991

* fix

* Update subgamemodes.yml

* manual migration + recipes fix

* Update comoss.yml

* setup data

* setup skills systems

* more blacksmithing skills

* Update base.yml

* Create CP14SkillEffectAction.cs

* skill button returns

* base graph UI window

* skill tree drawing

* UI improve

* pyro setup

* skill trees selection, dragging control

* refactor skill system: rename Skills to LearnedSkills, add experience tracking and learning logic

* Create available.png

* skill description generation setup

* auto parsing skill names and descriptions

* Hydrosophistry

* water light fire and metamagic ported to skill tre

* ice dagger spell returns

* Update ice_dagger.yml

* delete old files

* Update modular_garde.yml

* ice arrow spell

* link graph with parallax

* show experience counter

* polish

* puf

* p

* pipap

* finally ready to merg?

* fix

* fix 2
This commit is contained in:
Ed
2025-03-27 17:20:20 +03:00
committed by GitHub
parent 6a6350a827
commit 1e36a61339
159 changed files with 2283 additions and 1863 deletions

View File

@@ -1,3 +1,5 @@
using Content.Shared._CP14.Skill.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.Preferences.Loadouts.Effects;
using Content.Shared.Roles;
using Robust.Shared.Prototypes;
@@ -50,4 +52,10 @@ public sealed partial class LoadoutPrototype : IPrototype, IEquipmentLoadout
/// </summary>
[DataField]
public List<EntProtoId> Actions { get; set; } = new();
/// <summary>
/// CP14 - it is possible to give skill trees to players who have taken this loadout
/// </summary>
[DataField]
public Dictionary<ProtoId<CP14SkillTreePrototype>, FixedPoint2> SkillTree = new();
}