### HEALTH ### ## level of health at which a mob becomes unconscious (crit) HEALTH_THRESHOLD_CRIT -50 ## level of health at which a mob becomes dead HEALTH_THRESHOLD_DEAD -100 ## Determines whether bones can be broken through excessive damage to the organ ## 0 means bones can't break, 1 means they can BONES_CAN_BREAK 1 ## Determines whether limbs can be amputated through excessive damage to the organ ## 0 means limbs can't be amputated, 1 means they can LIMBS_CAN_BREAK 1 ## multiplier which enables organs to take more damage before bones breaking or limbs being destroyed ## 100 means normal, 50 means half ORGAN_HEALTH_MULTIPLIER 100 ## multiplier which influences how fast organs regenerate naturally ## 100 means normal, 50 means half ORGAN_REGENERATION_MULTIPLIER 0 ### REVIVAL ### ## whether pod plants work or not REVIVAL_POD_PLANTS 1 ## whether cloning tubes work or not REVIVAL_CLONING 1 ## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite) REVIVAL_BRAIN_LIFE -1 ### AUTO TOGGLE OOC DURING ROUND ### #Uncomment this if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results. #AUTO_TOGGLE_OOC_DURING_ROUND ### MOB MOVEMENT ### ## We suggest editing these variabled in-game to find a good speed for your server. To do this you must be a high level admin. Open the 'debug' tab ingame. Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name. ## These values get directly added to values and totals in-game. To speed things up make the number negative, to slow things down, make the number positive. ## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied. RUN_SPEED 1 WALK_SPEED 4 ## The variables below affect the movement of specific mob types. HUMAN_DELAY 0 ROBOT_DELAY 0 MONKEY_DELAY 0 ALIEN_DELAY 0 METROID_DELAY 0 ANIMAL_DELAY 0 //Comment for "normal" explosions, which ignore obstacles //Uncomment for explosions that react to doors and walls REACTIONARY_EXPLOSIONS ### Configure the bomb cap ## This caps all explosions to the specified range. Used for both balance reasons and to prevent overloading the server and lagging the game out. ## This is given as the 3rd number(light damage) in the standard (1,2,3) explosion notation. The other numbers are derived by dividing by 2 and 4. ## eg: If you give the number 20. The bomb cap will be 5,10,20. ## Can be any number between 4 and 128, some examples are provided below. ## Default (3,7,14) #BOMBCAP 14 ## One 'step' up (5,10,20) (recommended if you enable REACTIONARY_EXPLOSIONS above) BOMBCAP 20 ## LagHell (7,14,28) #BOMBCAP 28 ### ROUNDSTART SILICON LAWS ### ## This controls what the AI's laws are at the start of the round. ## Set to 0/commented for "off", silicons will just start with Asimov. ## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.) ## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm. DEFAULT_LAWS 2