Maximum generations based on job - #1263
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| return JOB_UNAVAILABLE_KINDRED_AGE_MIN | ||
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| if((!isnull(possible_job.maximum_immortal_age) && (player_client.prefs.read_preference(/datum/preference/numeric/immortal_age) > possible_job.maximum_immortal_age))) | ||
| if((CONFIG_GET(flag/max_gen_limits)) && (!isnull(possible_job.maximum_immortal_age) && (player_client.prefs.read_preference(/datum/preference/numeric/immortal_age) > possible_job.maximum_immortal_age))) |
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this was not barred by config flag before and is not new behavior as per this PR - is the check for config flag necessary do you think?
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I mostly did this because I added max ages to the jobs in the PR too (the code exists but no jobs had one before) and given they're also tied to power scaling (discipline dots) I figured I'd just lump elder ages + elder gens together for it.
chazzyjazzy
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I don't see anything wrong? Perhaps there is utility in the future for defines regarding ancillae age or generation levels that denote certain 'ranks' of vamps or whatever - as I'm imagining in the future, perhaps some servers may not want to have such low gens.
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| return JOB_AVAILABLE | ||
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| /datum/config_entry/flag/max_gen_limits //If you can be limited from a job for having too high a generation |
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add a default value FALSE?
About The Pull Request
Jobs are generation-limited. Elders only in leadership, Ancillae only in 'faction' jobs (used loosely here; basically everything except Citizen/Janitor.) Exception made for Taxi Driver because I swear I have a sense of humor and/or a soul.
Why It's Good For The Game
Desired for downstream, made it a config. Infinite civilians stronger than the Hounds expected to keep them in check is bad for gameplay.
Changelog
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config: Added a config setting to limit high generations to a limited selection of jobs
/:cl: