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https://github.com/Aurorastation/Aurora.3.git
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84 lines
3.1 KiB
Plaintext
84 lines
3.1 KiB
Plaintext
// Damage things. TODO: Merge these down to reduce on defines.
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// Way to waste perfectly good damage-type names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc.
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#define BRUTE "brute"
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#define BURN "fire"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define PAIN "pain"
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#define CUT "cut"
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#define BRUISE "bruise"
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#define PIERCE "pierce"
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#define LASER "laser"
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#define DAM_EDGE 1
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#define DAM_SHARP 2
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#define DAM_LASER 4
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#define DAM_BULLET 8
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#define STUN "stun"
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#define WEAKEN "weaken"
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#define PARALYZE "paralize"
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#define IRRADIATE "irradiate"
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#define SLUR "slur"
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#define STUTTER "stutter"
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#define EYE_BLUR "eye_blur"
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#define DROWSY "drowsy"
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#define INCINERATE "incinerate"
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#define FIRE_DAMAGE_MODIFIER 0.0215 // Higher values result in more external fire damage to the skin. (default 0.0215)
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#define AIR_DAMAGE_MODIFIER 2.025 // More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
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// Organ status defines.
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#define ORGAN_CUT_AWAY (1<<0)
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#define ORGAN_BLEEDING (1<<1)
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#define ORGAN_BROKEN (1<<2)
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#define ORGAN_DESTROYED (1<<3)
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#define ORGAN_ROBOT (1<<4)
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#define ORGAN_SPLINTED (1<<5)
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#define ORGAN_DEAD (1<<6)
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#define ORGAN_MUTATED (1<<7)
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#define ORGAN_ASSISTED (1<<8)
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#define ORGAN_ADV_ROBOT (1<<9)
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#define ORGAN_PLANT (1<<10)
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#define ORGAN_ARTERY_CUT (1<<11)
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#define ORGAN_TENDON_CUT (1<<12)
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#define ORGAN_LIFELIKE (1<<13) // Robotic, made to appear organic.
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// Limb behaviour defines.
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#define ORGAN_CAN_AMPUTATE (1<<0) //Can this organ be amputated?
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#define ORGAN_CAN_BREAK (1<<1) //Can this organ break?
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#define ORGAN_CAN_GRASP (1<<2) //Can this organ grasp things?
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#define ORGAN_CAN_STAND (1<<3) //Can this organ allow you to stand?
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#define ORGAN_CAN_MAIM (1<<4) //Can this organ be maimed?
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#define ORGAN_HAS_TENDON (1<<5) //Does this organ have tendons?
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#define DROPLIMB_EDGE 0
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#define DROPLIMB_BLUNT 1
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#define DROPLIMB_BURN 2
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// Damage above this value must be repaired with surgery.
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#define ROBOLIMB_SELF_REPAIR_CAP 30
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//Germs and infections.
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#define GERM_LEVEL_AMBIENT 110 // Maximum germ level you can reach by standing still.
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#define GERM_LEVEL_MOVE_CAP 200 // Maximum germ level you can reach by running around.
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#define INFECTION_LEVEL_ONE 100
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#define INFECTION_LEVEL_TWO 500
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#define INFECTION_LEVEL_THREE 1000
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//Blood levels. These are percentages based on the species blood_volume var.
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#define BLOOD_VOLUME_SAFE 85
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#define BLOOD_VOLUME_OKAY 70
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#define BLOOD_VOLUME_BAD 60
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#define BLOOD_VOLUME_SURVIVE 30
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// These control the amount of blood lost from burns. The loss is calculated so
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// that dealing just enough burn damage to kill the player will cause the given
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// proportion of their max blood volume to be lost
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// (e.g. 0.6 == 60% lost if 200 burn damage is taken).
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#define FLUIDLOSS_WIDE_BURN 0.6 //for burns from heat applied over a wider area, like from fire
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#define FLUIDLOSS_CONC_BURN 0.4 //for concentrated burns, like from lasers
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