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## About The Pull Request Changes map votes to be based on a persistent tally count. Tallies for maps are cached between rounds and are added to by map votes. When a map is chosen, and it wasn't the only valid one, the tallies for said chosen map will be reset. Refactors map vote handling and moves it from SSmapping to SSmap_vote. Rock the Vote has been removed as a result of this refactor. ## Why It's Good For The Game Makes it more likely that all maps will be played over the course of a server instead of always being truly random. Removes some clutter off of SSmapping. 🆑 refactor: Map Votes are now carried over between rounds. When a map vote is actually a contest, the winning map will have its votes reset. /🆑
74 lines
3.2 KiB
Plaintext
74 lines
3.2 KiB
Plaintext
///name of the file that has all the memory strings
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#define MEMORY_FILE "memories.json"
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///name of the file that has all the saved engravings
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#define ENGRAVING_SAVE_FILE "data/engravings/[SSmapping.current_map.map_name]_engravings.json"
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///name of the file that has all the prisoner tattoos
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#define PRISONER_TATTOO_SAVE_FILE "data/engravings/prisoner_tattoos.json"
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///Current version of the engraving persistence json
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#define ENGRAVING_PERSISTENCE_VERSION 0
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///Current version of the tattoo persistence json
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#define TATTOO_PERSISTENCE_VERSION 0
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///how many engravings will be loaded max with persistence
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#define MIN_PERSISTENT_ENGRAVINGS 15
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#define MAX_PERSISTENT_ENGRAVINGS 25
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///moodlet set if the creature with the memory doesn't use mood (doesn't include mood line)
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#define MOODLESS_MEMORY "nope"
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///Factor of how beauty is divided to make the engraving art value
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#define ENGRAVING_BEAUTY_TO_ART_FACTOR 10
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//Factor on how much beauty is removed from before adding the element on old engravings
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#define ENGRAVING_PERSISTENCE_BEAUTY_LOSS_FACTOR 5
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// How cool a story is!
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/// This is a key memory and isn't really cool but is important. Shows a key icon.
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#define STORY_VALUE_KEY -1
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/// This memory is not very good. It's very common. Shows a poo icon.
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#define STORY_VALUE_SHIT 0
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/// This memory is relatively normal and common. Neutral face icon.
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#define STORY_VALUE_NONE 1
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/// This memory is pretty decent. Shows a bronze star.
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#define STORY_VALUE_MEH 2
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/// This memory is alright. Shows a silver star.
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#define STORY_VALUE_OKAY 3
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/// This memory is outstanding, and will stick with you forever. Shows a gold star.
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#define STORY_VALUE_AMAZING 4
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/// This memory is insanely good, and can't get obtained just normally. Platinum star.
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#define STORY_VALUE_LEGENDARY 5
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//Flags for memories
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///this memory doesn't have a location, omit that
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#define MEMORY_FLAG_NOLOCATION (1<<0)
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///this memory's protagonist for one reason or another doesn't have a mood, omit that
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#define MEMORY_FLAG_NOMOOD (1<<1)
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///this memory shouldn't include the station name (example: revolution memory)
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#define MEMORY_FLAG_NOSTATIONNAME (1<<2)
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/// Really shouldn't be saved in persistence, or engraved. Use for stuff like quirk memories.
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#define MEMORY_FLAG_NOPERSISTENCE (1<<3)
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/// This memory has already been engraved, and cannot be selected for engraving again.
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#define MEMORY_FLAG_ALREADY_USED (1<<4)
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/// A blind mob cannot experience this memory.
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#define MEMORY_CHECK_BLINDNESS (1<<5)
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/// A deaf mob cannot experience this memory.
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#define MEMORY_CHECK_DEAFNESS (1<<6)
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/// A mob which is currently unconscious can experience this memory.
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#define MEMORY_SKIP_UNCONSCIOUS (1<<7)
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/// This memory can't be selected for tattoo-ing or engraving at all.
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#define MEMORY_NO_STORY (1<<8)
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//These defines are for what the story is for, they should be defined as what part of the json file they interact with
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///wall engraving stories
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#define STORY_ENGRAVING "engraving"
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///changeling memory reading
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#define STORY_CHANGELING_ABSORB "changeling_absorb"
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///tattoos
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#define STORY_TATTOO "tattoo"
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//These defines are story flags for including special bits on the generated story.
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///include a date this event happened
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#define STORY_FLAG_DATED (1<<0)
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/// Don't style this story
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#define STORY_FLAG_NO_STYLE (1<<1)
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