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118 lines
3.9 KiB
Plaintext
118 lines
3.9 KiB
Plaintext
/*ALL DNA, SPECIES, AND GENETICS-RELATED DEFINES GO HERE*/
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#define CHECK_DNA_AND_SPECIES(C) if((!(C.dna)) || (!(C.dna.species))) return
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//Defines copying names of mutations in all cases, make sure to change this if you change mutation's name
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#define HULK "Hulk"
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#define XRAY "X Ray Vision"
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#define COLDRES "Cold Resistance"
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#define TK "Telekinesis"
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#define NERVOUS "Nervousness"
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#define EPILEPSY "Epilepsy"
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#define MUTATE "Unstable DNA"
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#define COUGH "Cough"
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#define DWARFISM "Dwarfism"
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#define CLOWNMUT "Clumsiness"
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#define TOURETTES "Tourettes Syndrome"
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#define DEAFMUT "Deafness"
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#define BLINDMUT "Blindness"
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#define RACEMUT "Monkified"
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#define BADSIGHT "Near Sightness"
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#define LASEREYES "Laser Eyes"
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#define CHAMELEON "Chameleon"
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#define WACKY "Wacky"
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#define MUT_MUTE "Mute"
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#define SMILE "Smile"
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#define STONER "Stoner"
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#define UNINTELLIGABLE "Unintelligable"
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#define SWEDISH "Swedish"
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#define CHAV "Chav"
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#define ELVIS "Elvis"
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#define UI_CHANGED "ui changed"
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#define UE_CHANGED "ue changed"
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#define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204
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// String identifiers for associative list lookup
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//Types of usual mutations
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#define POSITIVE 1
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#define NEGATIVE 2
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#define MINOR_NEGATIVE 3
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//Mutations that cant be taken from genetics and are not in SE
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#define NON_SCANNABLE -1
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// Extra powers:
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#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
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#define HEAL 10 // healing people with hands
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#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
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#define SCREAM 12 // supersonic screaming (25%)
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#define EXPLOSIVE 13 // exploding on-demand (15%)
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#define REGENERATION 14 // superhuman regeneration (30%)
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#define REPROCESSOR 15 // eat anything (50%)
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#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
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#define PHASING 17 // ability to phase through walls (40%)
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#define SHIELD 18 // shielding from all projectile attacks (30%)
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#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
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#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
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//DNA - Because fuck you and your magic numbers being all over the codebase.
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#define DNA_BLOCK_SIZE 3
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#define DNA_UNI_IDENTITY_BLOCKS 7
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#define DNA_HAIR_COLOR_BLOCK 1
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#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
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#define DNA_SKIN_TONE_BLOCK 3
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#define DNA_EYE_COLOR_BLOCK 4
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#define DNA_GENDER_BLOCK 5
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#define DNA_FACIAL_HAIR_STYLE_BLOCK 6
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#define DNA_HAIR_STYLE_BLOCK 7
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#define DNA_STRUC_ENZYMES_BLOCKS 19
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#define DNA_UNIQUE_ENZYMES_LEN 32
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//Transformation proc stuff
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#define TR_KEEPITEMS 1
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#define TR_KEEPVIRUS 2
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#define TR_KEEPDAMAGE 4
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#define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize)
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#define TR_KEEPIMPLANTS 16
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#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
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#define TR_DEFAULTMSG 64
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#define TR_KEEPSRC 128
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#define TR_KEEPORGANS 256
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#define CLONER_FRESH_CLONE "fresh"
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#define CLONER_MATURE_CLONE "mature"
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//species traits for mutantraces
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#define MUTCOLORS 1
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#define HAIR 2
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#define FACEHAIR 3
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#define EYECOLOR 4
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#define LIPS 5
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#define RESISTHOT 6
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#define RESISTCOLD 7
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#define RESISTPRESSURE 8
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#define RADIMMUNE 9
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#define NOBREATH 10
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#define NOGUNS 11
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#define NOBLOOD 12
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#define NOFIRE 13
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#define VIRUSIMMUNE 14
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#define PIERCEIMMUNE 15
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#define NOTRANSSTING 16
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#define MUTCOLORS_PARTSONLY 17 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
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#define NODISMEMBER 18
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#define NOHUNGER 19
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#define NOCRITDAMAGE 20
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#define NOZOMBIE 21
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#define EASYDISMEMBER 22
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#define EASYLIMBATTACHMENT 23
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#define TOXINLOVER 24
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#define DIGITIGRADE 25 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
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#define NO_UNDERWEAR 26
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