///name of the file that has all the memory strings #define MEMORY_FILE "memories.json" ///name of the file that has all the saved engravings #define ENGRAVING_SAVE_FILE "data/engravings/[SSmapping.current_map.map_name]_engravings.json" ///name of the file that has all the prisoner tattoos #define PRISONER_TATTOO_SAVE_FILE "data/engravings/prisoner_tattoos.json" ///Current version of the engraving persistence json #define ENGRAVING_PERSISTENCE_VERSION 0 ///Current version of the tattoo persistence json #define TATTOO_PERSISTENCE_VERSION 0 ///how many engravings will be loaded max with persistence #define MIN_PERSISTENT_ENGRAVINGS 15 #define MAX_PERSISTENT_ENGRAVINGS 25 ///moodlet set if the creature with the memory doesn't use mood (doesn't include mood line) #define MOODLESS_MEMORY "nope" ///Factor of how beauty is divided to make the engraving art value #define ENGRAVING_BEAUTY_TO_ART_FACTOR 10 //Factor on how much beauty is removed from before adding the element on old engravings #define ENGRAVING_PERSISTENCE_BEAUTY_LOSS_FACTOR 5 // How cool a story is! /// This is a key memory and isn't really cool but is important. Shows a key icon. #define STORY_VALUE_KEY -1 /// This memory is not very good. It's very common. Shows a poo icon. #define STORY_VALUE_SHIT 0 /// This memory is relatively normal and common. Neutral face icon. #define STORY_VALUE_NONE 1 /// This memory is pretty decent. Shows a bronze star. #define STORY_VALUE_MEH 2 /// This memory is alright. Shows a silver star. #define STORY_VALUE_OKAY 3 /// This memory is outstanding, and will stick with you forever. Shows a gold star. #define STORY_VALUE_AMAZING 4 /// This memory is insanely good, and can't get obtained just normally. Platinum star. #define STORY_VALUE_LEGENDARY 5 //Flags for memories ///this memory doesn't have a location, omit that #define MEMORY_FLAG_NOLOCATION (1<<0) ///this memory's protagonist for one reason or another doesn't have a mood, omit that #define MEMORY_FLAG_NOMOOD (1<<1) ///this memory shouldn't include the station name (example: revolution memory) #define MEMORY_FLAG_NOSTATIONNAME (1<<2) /// Really shouldn't be saved in persistence, or engraved. Use for stuff like quirk memories. #define MEMORY_FLAG_NOPERSISTENCE (1<<3) /// This memory has already been engraved, and cannot be selected for engraving again. #define MEMORY_FLAG_ALREADY_USED (1<<4) /// A blind mob cannot experience this memory. #define MEMORY_CHECK_BLINDNESS (1<<5) /// A deaf mob cannot experience this memory. #define MEMORY_CHECK_DEAFNESS (1<<6) /// A mob which is currently unconscious can experience this memory. #define MEMORY_SKIP_UNCONSCIOUS (1<<7) /// This memory can't be selected for tattoo-ing or engraving at all. #define MEMORY_NO_STORY (1<<8) //These defines are for what the story is for, they should be defined as what part of the json file they interact with ///wall engraving stories #define STORY_ENGRAVING "engraving" ///changeling memory reading #define STORY_CHANGELING_ABSORB "changeling_absorb" ///tattoos #define STORY_TATTOO "tattoo" //These defines are story flags for including special bits on the generated story. ///include a date this event happened #define STORY_FLAG_DATED (1<<0) /// Don't style this story #define STORY_FLAG_NO_STYLE (1<<1)