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* memories are no longer added if the target isn't aware of them. (#61375) Fixing an oversight with the memories system. Memories shouldn't be added to people who aren't possibly aware of them. * memories are no longer added if the target isn't aware of them. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
157 lines
6.6 KiB
Plaintext
157 lines
6.6 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.config.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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///threshold for the memory being a happy one 8)
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#define MEMORY_HAPPY_THRESHOLD 7
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///threshold for the memory being a sad one :^(
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#define MEMORY_SAD_THRESHOLD 7
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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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#define STORY_VALUE_SHIT 0 // poo icon
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#define STORY_VALUE_NONE 1 // |: face
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#define STORY_VALUE_MEH 2 // bronze star
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#define STORY_VALUE_OKAY 3 // silver star
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#define STORY_VALUE_AMAZING 4 //gold star
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#define STORY_VALUE_LEGENDARY 5 //platinum star
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//Flags for memories
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///this memory doesn't have a location, emit 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, emit 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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///this memory is REALLY shit and should never be saved in persistence, basically apply this to all quirks.
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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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///this memory requires the target not to be blind.
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#define MEMORY_CHECK_BLINDNESS (1<<5)
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///this memory requires the target not to be deaf.
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#define MEMORY_CHECK_DEAFNESS (1<<6)
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///this memory requires the target not to be both deaf and blind.
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#define MEMORY_CHECK_BLIND_AND_DEAF (MEMORY_CHECK_BLINDNESS|MEMORY_CHECK_DEAFNESS)
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///this memory can be memorized by unconscious people.
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#define MEMORY_SKIP_UNCONSCIOUS (1<<8)
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//These defines are for what notable event happened. they correspond to the json lists related to the memory
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///a memory of completing a surgery.
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#define MEMORY_SUCCESSFUL_SURGERY "surgery"
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///a memory of priming a bomb
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#define MEMORY_BOMB_PRIMED "bomb"
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///a memory of pulling off either a high five or a high ten
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#define MEMORY_HIGH_FIVE "highfive"
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///a memory of getting borged
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#define MEMORY_BORGED "borged"
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///a memory of dying! includes time of death
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#define MEMORY_DEATH "death"
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///a memory of being creampied! Mentions where
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#define MEMORY_CREAMPIED "creampied"
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///a memory of being slipped! Mentions on what
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#define MEMORY_SLIPPED "slipped"
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///A memory of letting my spaghetti spill, how embarrasing!
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#define MEMORY_SPAGHETTI_SPILL "spaghetti_spilled"
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///A memory of getting a kiss blown. Provides the kisser and kissee.
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#define MEMORY_KISS "kiss"
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///A memory of a really good meal
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#define MEMORY_MEAL "meal"
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///A memory of a really good drink
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#define MEMORY_DRINK "drink"
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///A memory of being lit
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#define MEMORY_FIRE "fire"
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/// A memory of limb loss
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#define MEMORY_DISMEMBERED "dismembered"
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/// A memory of seeing a pet die
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#define MEMORY_PET_DEAD "pet_dead"
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/// A memory of leading a winning revolution
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#define MEMORY_WON_REVOLUTION "won_revolution"
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/// An award ceremony of a medal
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#define MEMORY_RECEIVED_MEDAL "received_medal"
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/// A megafauna kill!
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#define MEMORY_MEGAFAUNA_KILL "megafauna_kill"
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/// Being held at gunpoint
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#define MEMORY_GUNPOINT "held_at_gunpoint"
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/// Exploding into gibs
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#define MEMORY_GIBBED "gibbed"
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/// Crushed by vending machine
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#define MEMORY_VENDING_CRUSHED "vending_crushed"
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/// Dusted by SM
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#define MEMORY_SUPERMATTER_DUSTED "supermatter_dusted"
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/// Nuke ops nuke code memory
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#define MEMORY_NUKECODE "nuke_code"
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/**
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* These are also memories, but they're examples of what I kinda don't want to be memories. They're stuff that I had to port
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* over to this system from the old old and they don't make for good examples
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*
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* ideally these eventually get moved off this system... though engraving your bank account is so HILARIOUSLY dumb so maybe leave that one
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*/
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///your memorized code
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#define MEMORY_ACCOUNT "account"
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///your memorized drug
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#define MEMORY_QUIRK_DRUG "quirk_drug"
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///your allergy
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#define MEMORY_ALLERGY "allergy"
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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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///Generic memory info keys. Use these whenever one of these is the case in a story, because we add extra story piece if these exist.
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///The location of the memory, add these to have a chance of it being added to the story
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#define DETAIL_WHERE "WHERE"
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///The main subject of the memory. Should be whoever has the biggest impact on the story. (As it grabs the memory from this person)
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#define DETAIL_PROTAGONIST "PROTAGONIST"
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///Usually used bespokely by specific memory types and not added generically, but its generaly the object used to cause the memory. E.g. a peel to slip, the food that was eaten.
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#define DETAIL_WHAT_BY "WHAT_BY"
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///Used whenever a memory has a secondary character. Used bespokely by actions.
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#define DETAIL_DEUTERAGONIST "DEUTERAGONIST"
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///Automatically obtained details
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#define DETAIL_PROTAGONIST_MOOD "VICTIM_MOOD"
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//Specific memory info keys. they are used to replace json strings with memory specific data!
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#define DETAIL_SURGERY_TYPE "SURGERY_TYPE"
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#define DETAIL_TIME_OF_DEATH "TIME_OF_DEATH"
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#define DETAIL_ALLERGY_TYPE "ALLERGY_TYPE"
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#define DETAIL_FAV_BRAND "FAV_BRAND"
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#define DETAIL_HIGHFIVE_TYPE "HIGHFIVE_TYPE"
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#define DETAIL_BOMB_TYPE "BOMB_TYPE"
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#define DETAIL_ACCOUNT_ID "ACCOUNT_ID"
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#define DETAIL_KISSER "KISSER"
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#define DETAIL_FOOD "FOOD"
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#define DETAIL_DRINK "DRINK"
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#define DETAIL_LOST_LIMB "LOST_LIMB"
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#define DETAIL_STATION_NAME "STATION_NAME"
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#define DETAIL_MEDAL_TYPE "MEDAL_TYPE"
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#define DETAIL_MEDAL_REASON "MEDAL_REASON"
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#define DETAIL_NUKE_CODE "NUKE_CODE"
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