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* fixes * fuck my stupid chungus life * Minion limit, heal fix, dead sac fix * cooldown, no sacrificing star gazer or ascended alive heretics * blade debuff * oopsy * Update tgui.bundle.js * map diff bot what ya doing * fuck that chat spam * lets heretic armour hold a haunted longsword * why not it makes sense * do_after * god I hate this bullshit * other lewc stuff * push * heretic id card fix * she tg on my ui till I css * yes * spent * fix / ipc buff (real)™️ * moderate again * revert * no reserve * bringing up to master * update map files to master * didnt replace centcomm * beginning some rebalancing * aggressive spread tweaks * lots of tweaks and fixes * trying to un-key the maps * maybe this time * this time???? * oops * sql fix * basicmob conversion * paintings! and a critical influence fix * rust + tweaks * monster tweak * small change * removing this * more tweaks. no more dusting * added some examine_more * flower seeds * various tweaks. more to come * no more conduit spacing * fixed some dumb stuff * silly stuff * its always prettier * bugfixes and linters * linters, wow * oops * bah * linter * fuck you * temp check * hidden influence drain * influence visible message * tweak fix * void cloak bugfix * small fixes * fixes * do_after_once broken * fixes and tweaks * heretic blade potential fix + sacrifice changes * batch of fixes * tiny tweak * rebuilt TGUI * no greentext + rerolls * logging + bugfix * unused var * small fix * various fixes * comment * projectile change * tgui rebuild * tgui bundle redo * rune issue solved * influence visible now * fix ui reloading * new moon ascension + fixes + icons * tweaks, species sprites * tgui rebuild * small tweak + linter * harvester icon tweak * spans * fixes and tweaks * caretaker nerf + tweaks * potential fix for knowledge * roller fix * mad mask * Update tgui.bundle.js * void phase tweak * Update tgui.bundle.js * misc tweaks * fix heretic not retargeting correctly with cryo * simplify logic * this is better * lots of fixes and tweaks * Update tgui.bundle.js * linter * linter * fireshark and greyscale insanity * fish * Update tgui.bundle.js * linter * linter * tgui * no window shopping * fish fix * tgui rebundle * moon smile runtime fix * various fixes * sacrifice fixes * insanity is easier now, madness mask changes. * bugfixing + teleport change * linters + tweaks * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> --------- Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Paul <pmerkamp@gmail.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
79 lines
3.5 KiB
Plaintext
79 lines
3.5 KiB
Plaintext
// Rune colors, for easy reference
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#define RUNE_COLOR_TALISMAN "#0000FF"
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#define RUNE_COLOR_TELEPORT "#551A8B"
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#define RUNE_COLOR_OFFER "#FFFFFF"
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#define RUNE_COLOR_DARKRED "#7D1717"
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#define RUNE_COLOR_MEDIUMRED "#C80000"
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#define RUNE_COLOR_BURNTORANGE "#CC5500"
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#define RUNE_COLOR_RED "#FF0000"
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#define RUNE_COLOR_LIGHTRED "#FF726F"
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#define RUNE_COLOR_EMP "#4D94FF"
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#define RUNE_COLOR_SUMMON "#00FF00"
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#define IS_SACRIFICE_TARGET(A) SSticker?.mode?.cult_team?.is_sac_target(A)
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// Blood magic
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/// Maximum number of spells with an empowering rune
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#define MAX_BLOODCHARGE 4
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/// Maximum number of spells without an empowering rune
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#define RUNELESS_MAX_BLOODCHARGE 1
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/// Maximum number of spells with enhanced magic
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#define ENHANCED_BLOODCHARGE 5
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#define BLOOD_SPEAR_COST 150
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#define BLOOD_BARRAGE_COST 300
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#define BLOOD_ORB_COST 50
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#define BLOOD_RECHARGE_COST 75
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#define BLOOD_BEAM_COST 500
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#define METAL_TO_CONSTRUCT_SHELL_CONVERSION 50
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// Cult Status
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/// At what population does it switch to highpop values
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#define CULT_POPULATION_THRESHOLD 100
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/// Percent before rise (Lowpop)
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#define CULT_RISEN_LOW 0.2
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/// Percent before ascend (Lowpop)
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#define CULT_ASCENDANT_LOW 0.3
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/// Percent before rise (Highpop)
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#define CULT_RISEN_HIGH 0.1
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/// Percent before ascend (Highpop)
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#define CULT_ASCENDANT_HIGH 0.2
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// Screen locations
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#define DEFAULT_BLOODSPELLS "6:-29,4:-2"
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#define DEFAULT_BLOODTIP "14:6,14:27"
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#define DEFAULT_TOOLTIP "6:-29,5:-2"
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// Text
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#define CULT_CURSES list("A fuel technician just slit his own throat and begged for death.", \
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"The shuttle's navigation programming was replaced by a file containing two words, IT COMES.", \
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"The shuttle's custodian tore out his guts and began painting strange shapes on the floor.", \
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"A shuttle engineer began screaming 'DEATH IS NOT THE END' and ripped out wires until an arc flash seared off her flesh.", \
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"A shuttle inspector started laughing madly over the radio and then threw herself into an engine turbine.", \
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"The shuttle dispatcher was found dead with bloody symbols carved into their flesh.", \
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"Steve repeatedly touched a lightbulb until his hands fell off.")
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// Misc
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#define SOULS_TO_REVIVE 3
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#define BLOODCULT_EYE "#FF0000"
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#define SUMMON_POSSIBILITIES 3
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#define CULT_CLOTHING list(/obj/item/clothing/suit/hooded/cultrobes, /obj/item/clothing/suit/space/cult, /obj/item/clothing/suit/hooded/cultrobes/cult_shield, \
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/obj/item/clothing/suit/hooded/cultrobes/flagellant_robe, /obj/item/clothing/glasses/hud/health/night/cultblind)
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// Cult objective status
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#define NARSIE_IS_ASLEEP 0
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#define NARSIE_DEMANDS_SACRIFICE 1
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#define NARSIE_NEEDS_SUMMONING 2
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#define NARSIE_HAS_RISEN 3
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#define NARSIE_HAS_FALLEN -1
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/// Safely accesses SSticker.cult_data, returns the default if cult data is not set up yet. Allows for both variable and proc call access.
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#define GET_CULT_DATA(var_or_proc, default) (SSticker.cult_data ? SSticker.cult_data.var_or_proc : default)
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/// Checks that the given element is living an has a cult antag datum
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#define IS_CULTIST(mob) (isliving(mob) && mob?:mind?:has_antag_datum(/datum/antagonist/cultist)) // for someone TODO, move all antag checks over to TG's `IS_TRAITOR` defines. Also remove `isliving()` from this call someday
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// Used to keep track of items rewarded after a heretic is sacked.
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#define CURSED_BLADE_UNLOCKED "Cursed Blade"
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#define CRIMSON_MEDALLION_UNLOCKED "Crimson Medallion"
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#define PROTEON_ORB_UNLOCKED "Proteon Orb"
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