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* Adds brass, used to construct various brass objects * brasshole * give em the brass * give em more brass * DYNAMIC * VAR MURDER SPREE * brassy * acceptaphil * this is super against my general preferences but eeeeeh sure okay i guess
63 lines
3.8 KiB
Plaintext
63 lines
3.8 KiB
Plaintext
var/global/clockwork_construction_value = 0 //The total value of all structures built by the clockwork cult
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var/global/clockwork_caches = 0 //How many clockwork caches exist in the world (not each individual)
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var/global/clockwork_daemons = 0 //How many daemons exist in the world
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var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE) //How many generals have been recently invoked
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var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
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var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
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var/global/list/clockwork_component_cache = list("belligerent_eye" = 0, "vanguard_cogwheel" = 0, "guvax_capacitor" = 0, "replicant_alloy" = 0, "hierophant_ansible" = 0) //The pool of components that caches draw from
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var/global/ratvar_awakens = FALSE //If Ratvar has been summoned
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var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
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#define SCRIPTURE_PERIPHERAL "Peripheral" //Scripture tiers; peripherals should never be used
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#define SCRIPTURE_DRIVER "Driver"
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#define SCRIPTURE_SCRIPT "Script"
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#define SCRIPTURE_APPLICATION "Application"
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#define SCRIPTURE_REVENANT "Revenant"
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#define SCRIPTURE_JUDGEMENT "Judgement"
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#define SLAB_PRODUCTION_TIME 900 //how long(deciseconds) slabs require to produce a single component; defaults to 1 minute 30 seconds
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#define SLAB_SERVANT_SLOWDOWN 300 //how much each servant above 5 slows down slab-based generation; defaults to 30 seconds per sevant
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#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
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#define CACHE_PRODUCTION_TIME 900 //how long(deciseconds) caches require to produce a component; defaults to 1 minute 30 seconds
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#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
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#define MAX_COMPONENTS_BEFORE_RAND 10*LOWER_PROB_PER_COMPONENT //the number of each component, times LOWER_PROB_PER_COMPONENT, you need to have before component generation will become random
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#define CLOCKWORK_GENERAL_COOLDOWN 3000 //how long clockwork generals go on cooldown after use, defaults to 5 minutes
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//porselytizer defines
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#define REPLICANT_ALLOY_UNIT 100 //how much each piece of replicant alloy gives in a clockwork proselytizer
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#define REPLICANT_STANDARD REPLICANT_ALLOY_UNIT*0.2 //how much alloy is in anything else; doesn't matter as much as the following
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#define REPLICANT_FLOOR REPLICANT_ALLOY_UNIT*0.1 //how much alloy is in a clockwork floor, determines the cost of clockwork floor production
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#define REPLICANT_WALL_MINUS_FLOOR REPLICANT_ALLOY_UNIT*0.4 //amount of alloy in a clockwork wall, determines the cost of clockwork wall production
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#define REPLICANT_GEAR REPLICANT_ALLOY_UNIT*0.3 //amount of alloy in a wall gear, minus the brass from the wall
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#define REPLICANT_WALL_TOTAL REPLICANT_WALL_MINUS_FLOOR+REPLICANT_FLOOR //how much alloy is in a clockwork wall and the floor under it
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#define RATVAR_ALLOY_CHECK "ratvar?" //when passed into can_use_alloy(), converts it into a check for if ratvar has woken/the proselytizer is debug
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//Ark defines
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#define GATEWAY_SUMMON_RATE 2 //the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 2 per tick
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#define GATEWAY_REEBE_FOUND 100 //when progress is at or above this, the gateway finds reebe and begins drawing power
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#define GATEWAY_RATVAR_COMING 250 //when progress is at or above this, ratvar has entered and is coming through the gateway
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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//Objective defines
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#define CLOCKCULT_GATEWAY "gateway"
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#define CLOCKCULT_ESCAPE "escape"
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#define CLOCKCULT_SILICONS "silicons"
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