//End game state, to manage round end. #define END_GAME_NOT_OVER 1 // Still playing normally #define END_GAME_MODE_FINISHED 2 // Mode has finished but game has not, wait for game to end too. #define END_GAME_READY_TO_END 3 // Game and Mode have finished, do rounded stuff. #define END_GAME_ENDING 4 // Just waiting for ending timer. #define END_GAME_DELAYED 5 // Admin has delayed the round. // Security levels. #define SEC_LEVEL_GREEN 0 #define SEC_LEVEL_YELLOW 1 #define SEC_LEVEL_VIOLET 2 #define SEC_LEVEL_ORANGE 3 #define SEC_LEVEL_BLUE 4 #define SEC_LEVEL_RED 5 #define SEC_LEVEL_DELTA 6 #define BE_TRAITOR 0x1 #define BE_OPERATIVE 0x2 #define BE_CHANGELING 0x4 #define BE_WIZARD 0x8 #define BE_MALF 0x10 #define BE_REV 0x20 #define BE_ALIEN 0x40 #define BE_AI 0x80 #define BE_CULTIST 0x100 #define BE_RENEGADE 0x200 #define BE_NINJA 0x400 #define BE_RAIDER 0x800 #define BE_PLANT 0x1000 #define BE_MUTINEER 0x2000 #define BE_LOYALIST 0x4000 #define BE_PAI 0x8000 //VOREStation Add #define BE_LOSTDRONE 0x10000 #define BE_MAINTCRITTER 0x20000 #define BE_CORGI 0x40000 #define BE_CURSEDSWORD 0x80000 #define BE_SURVIVOR 0x100000 #define BE_EVENT 0x200000 //VOREStation Add End var/list/be_special_flags = list( "Traitor" = BE_TRAITOR, "Operative" = BE_OPERATIVE, "Changeling" = BE_CHANGELING, "Wizard" = BE_WIZARD, "Malf AI" = BE_MALF, "Revolutionary" = BE_REV, "Genaprawn" = BE_ALIEN, "Positronic Brain" = BE_AI, "Cultist" = BE_CULTIST, "Renegade" = BE_RENEGADE, "Ninja" = BE_NINJA, "Raider" = BE_RAIDER, "Diona" = BE_PLANT, "Mutineer" = BE_MUTINEER, "Loyalist" = BE_LOYALIST, "pAI" = BE_PAI, //VOREStation Add "Lost Drone" = BE_LOSTDRONE, "Maint Critter" = BE_MAINTCRITTER, "Corgi" = BE_CORGI, "Cursed Sword" = BE_CURSEDSWORD, "Ship Survivor" = BE_SURVIVOR //VOREStation Add End ) // Antagonist datum flags. #define ANTAG_OVERRIDE_JOB 0x1 // Assigned job is set to MODE when spawning. #define ANTAG_OVERRIDE_MOB 0x2 // Mob is recreated from datum mob_type var when spawning. #define ANTAG_CLEAR_EQUIPMENT 0x4 // All preexisting equipment is purged. #define ANTAG_CHOOSE_NAME 0x8 // Antagonists are prompted to enter a name. #define ANTAG_IMPLANT_IMMUNE 0x10 // Cannot be loyalty implanted. #define ANTAG_SUSPICIOUS 0x20 // Shows up on roundstart report. #define ANTAG_HAS_LEADER 0x40 // Generates a leader antagonist. #define ANTAG_HAS_NUKE 0x80 // Will spawn a nuke at supplied location. #define ANTAG_RANDSPAWN 0x100 // Potentially randomly spawns due to events. #define ANTAG_VOTABLE 0x200 // Can be voted as an additional antagonist before roundstart. #define ANTAG_SET_APPEARANCE 0x400 // Causes antagonists to use an appearance modifier on spawn. // Mode/antag template macros. #define MODE_BORER "borer" #define MODE_XENOMORPH "xeno" #define MODE_LOYALIST "loyalist" #define MODE_MUTINEER "mutineer" #define MODE_COMMANDO "commando" #define MODE_DEATHSQUAD "deathsquad" #define MODE_ERT "ert" #define MODE_TRADE "trader" #define MODE_MERCENARY "mercenary" #define MODE_NINJA "ninja" #define MODE_RAIDER "raider" #define MODE_WIZARD "wizard" #define MODE_TECHNOMANCER "technomancer" #define MODE_CHANGELING "changeling" #define MODE_CULTIST "cultist" #define MODE_HIGHLANDER "highlander" #define MODE_MONKEY "monkey" #define MODE_RENEGADE "renegade" #define MODE_REVOLUTIONARY "revolutionary" #define MODE_MALFUNCTION "malf" #define MODE_TRAITOR "traitor" #define MODE_AUTOTRAITOR "autotraitor" #define MODE_INFILTRATOR "infiltrator" #define MODE_THUG "thug" #define MODE_STOWAWAY "stowaway" #define MODE_SURVIVOR "Shipwreck Survivor" #define MODE_EVENT "Event Character" #define DEFAULT_TELECRYSTAL_AMOUNT 120 ///////////////// ////WIZARD ////// ///////////////// /* WIZARD SPELL FLAGS */ #define GHOSTCAST 0x1 //can a ghost cast it? #define NEEDSCLOTHES 0x2 //does it need the wizard garb to cast? Nonwizard spells should not have this #define NEEDSHUMAN 0x4 //does it require the caster to be human? #define Z2NOCAST 0x8 //if this is added, the spell can't be cast at CentCom #define STATALLOWED 0x10 //if set, the user doesn't have to be conscious to cast. Required for ghost spells #define IGNOREPREV 0x20 //if set, each new target does not overlap with the previous one //The following flags only affect different types of spell, and therefore overlap //Targeted spells #define INCLUDEUSER 0x40 //does the spell include the caster in its target selection? #define SELECTABLE 0x80 //can you select each target for the spell? //AOE spells #define IGNOREDENSE 0x40 //are dense turfs ignored in selection? #define IGNORESPACE 0x80 //are space turfs ignored in selection? //End split flags #define CONSTRUCT_CHECK 0x100 //used by construct spells - checks for nullrods #define NO_BUTTON 0x200 //spell won't show up in the HUD with this //invocation #define SpI_SHOUT "shout" #define SpI_WHISPER "whisper" #define SpI_EMOTE "emote" #define SpI_NONE "none" //upgrading #define Sp_SPEED "speed" #define Sp_POWER "power" #define Sp_TOTAL "total" //casting costs #define Sp_RECHARGE "recharge" #define Sp_CHARGES "charges" #define Sp_HOLDVAR "holdervar" #define CHANGELING_STASIS_COST 20 //Spell stuff, for Technomancer and Cult. //cast_method flags #define CAST_USE 1 // Clicking the spell in your hand. #define CAST_MELEE 2 // Clicking an atom in melee range. #define CAST_RANGED 4 // Clicking an atom beyond melee range. #define CAST_THROW 8 // Throwing the spell and hitting an atom. #define CAST_COMBINE 16 // Clicking another spell with this spell. #define CAST_INNATE 32 // Activates upon verb usage, used for mobs without hands. //Aspects #define ASPECT_FIRE "fire" //Damage over time and raising body-temp. Firesuits protect from this. #define ASPECT_FROST "frost" //Slows down the affected, also involves imbedding with icicles. Winter coats protect from this. #define ASPECT_SHOCK "shock" //Energy-expensive, usually stuns. Insulated armor protects from this. #define ASPECT_AIR "air" //Mostly involves manipulation of atmos, useless in a vacuum. Magboots protect from this. #define ASPECT_FORCE "force" //Manipulates gravity to push things away or towards a location. #define ASPECT_TELE "tele" //Teleportation of self, other objects, or other people. #define ASPECT_DARK "dark" //Makes all those photons vanish using magic-- WITH SCIENCE. Used for sneaky stuff. #define ASPECT_LIGHT "light" //The opposite of dark, usually blinds, makes holo-illusions, or makes laser lightshows. #define ASPECT_BIOMED "biomed" //Mainly concerned with healing and restoration. #define ASPECT_EMP "emp" //Unused now. #define ASPECT_UNSTABLE "unstable" //Heavily RNG-based, causes instability to the victim. #define ASPECT_CHROMATIC "chromatic" //Used to combine with other spells. #define ASPECT_UNHOLY "unholy" //Involves the dead, blood, and most things against divine beings.