Add supports for different skillpoints types (#1581)

* Refactor skill points to support multiple types

Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes.

* oopsie

* Update human.yml

* Update CP14SkillUIController.cs

* Refactor skill storage to use skillPoints config

Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
This commit is contained in:
Red
2025-07-27 13:47:05 +03:00
committed by GitHub
parent d9b3ceac7c
commit 5020be8ec6
27 changed files with 213 additions and 109 deletions

View File

@@ -10,13 +10,14 @@ public sealed partial class CP14SkillTreeButtonControl : Control
{
public event Action? OnPressed;
public CP14SkillTreeButtonControl(Color color, string label, float skillpoints)
public CP14SkillTreeButtonControl(Color color, string label, float skillpoints, Texture? icon)
{
RobustXamlLoader.Load(this);
ColorPanel.PanelOverride = new StyleBoxFlat { BackgroundColor = color };
if (skillpoints > 0)
{
SkillPointImage.Texture = icon;
SkillPointImage.Visible = true;
SkillTreeLabel.Text = $"{skillpoints} {label}";
}