* 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.
28 lines
737 B
C#
28 lines
737 B
C#
using Content.Shared._CP14.Skill;
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using Content.Shared._CP14.Skill.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.MagicSpell.Spells;
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public sealed partial class CP14SpellAddMemoryPoint : CP14SpellEffect
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{
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[DataField]
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public float AddedPoints = 0.5f;
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[DataField]
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public float Limit = 6.5f;
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[DataField]
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public ProtoId<CP14SkillPointPrototype> SkillPointType = "Memory";
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public override void Effect(EntityManager entManager, CP14SpellEffectBaseArgs args)
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{
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if (args.Target is null)
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return;
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var skillSys = entManager.System<CP14SharedSkillSystem>();
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skillSys.AddSkillPoints(args.Target.Value, SkillPointType, AddedPoints, Limit);
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}
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}
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