TGMC:Skills

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The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "This page lacks a significant amount of information on the specifics of what each skill does and what they can effect. you can help!"



Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Skills are soft boundaries each marine job has, and they determine whether you are clueless and have to spend some seconds fumbling with something, can use something normally, or can use something really good.

Hard locks are rare and only apply to objects such as Chem Dispensers and piloting.

Example Template To Show Skills[править код]

An example of how these skills will be represented on wikipages.

Skills Information

Example Skills
Medical
5/5
Surgery
5/5
Engineering
5/5
Construction
5/5
Police
2/2
Powerloader
4/4
Leadership
4/4
CQC
5
Smartgun
2
Melee
1
Firearms
2


Medical & Surgery[править | править код]

These skills are a measurement on your ability to practice medicine and perform surgeries. Both of these skills go up to 5.

Medical 1 or lower means you will fumble at related tasks, and 1 specifically shortens fumbling time.

Higher medical means better brute/burn kit usage, more splint health, more healing per defibrillator shock and faster syringe use.

Higher surgery makes a surgery step faster.

Engineering & Construction[править | править код]

Both skills go up to 5.

Engineering measures your ability to repair things, such as generators or APCs. Higher levels mean more effective at those tasks.

Construction measures your ability to construct things, such as barricades and walls. Higher levels unlock different objects and fortifications you can build.

Police, CQC, Melee[править | править код]

Police goes up to 2. Melee goes up to 3 or as low as -1. CQC goes up to 5.

At Police 1, you can use flashes. At Police 2, you have all police gear unlocked.

Melee affects your melee damage. +30% per level. Negative levels remove 30%.

CQC affects your shove chance by +5% per level.

Smartgun[править | править код]

A measurement of how good you can use the Smartguns.

Default level is -4, which causes extreme recoil with a Smartgun.

Smartgun -3 is defined in code as allowing you to use the Smartguns.

Smartgun 0 is the default for Squad Smartgunner.

Smartgun 1 and 2 allow more efficient usage of the Smartguns.

Firearms[править | править код]

A measurement of your general skill in firearms.

Skills also exist for Pistols, SMGs, Rifles, Shotguns, and Heavy Weapons, and those specific skills default at 0 for everyone or 1 for special training.

Default is 0 and you cannot perform tactical reloads at the default level. Recoil is significantly increased for unwielded fire.

Firearms 1 allows you to perform tactical reloads. Recoil is slightly decreased for unwielded fire.

Firearms 2 reduces recoil significantly for unwielded and wielded fire.

Leadership[править | править код]

A measurement of your leading ability

Default is 0 and you will fumble slowly at anything tied to this skill.

Specialists such as Smartgunners, Corpsmen and Engineers have Leadership 1. It reduces the fumbling time.

Leadership 2 unlocks the ability to issue orders.

Leadership 3 and 4 have no differences except order efficiency.

Piloting[править | править код]

A measurement of your flying ability.

Default is 0 and you cannot do anything tied to Piloting skill.

Piloting 1 removes skill checks.

Powerloader[править | править код]

A measurement of your ability to use a powerloader. NOTE: THIS SKILL IS CURRENTLY BROKEN

Default is 0 and you fumble at entering a powerloader.

Powerloader 1 allows you to instantly enter a powerloader.

Higher levels increase efficiency and speed.

Large Vehicle[править | править код]

A measurement of the ability to use a multitile vehicle like a Mech.

Default is 0 and you can't use a multitile vehicle at this level.

Large Vehicle 1 allows you to use multitile vehicles.