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84 lines
3.3 KiB
Plaintext
84 lines
3.3 KiB
Plaintext
### HEALTH ###
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## level of health at which a mob becomes unconscious (crit)
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HEALTH_THRESHOLD_CRIT -50
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## level of health at which a mob becomes dead
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HEALTH_THRESHOLD_DEAD -100
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## Determines whether bones can be broken through excessive damage to the organ
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## 0 means bones can't break, 1 means they can
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BONES_CAN_BREAK 1
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## Determines whether limbs can be amputated through excessive damage to the organ
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## 0 means limbs can't be amputated, 1 means they can
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LIMBS_CAN_BREAK 1
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## multiplier which enables organs to take more damage before bones breaking or limbs being destroyed
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## 100 means normal, 50 means half
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ORGAN_HEALTH_MULTIPLIER 100
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## multiplier which influences how fast organs regenerate naturally
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## 100 means normal, 50 means half
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ORGAN_REGENERATION_MULTIPLIER 0
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### REVIVAL ###
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## whether pod plants work or not
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REVIVAL_POD_PLANTS 1
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## whether cloning tubes work or not
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REVIVAL_CLONING 1
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## 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)
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REVIVAL_BRAIN_LIFE -1
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### AUTO TOGGLE OOC DURING ROUND ###
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#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.
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#AUTO_TOGGLE_OOC_DURING_ROUND
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### MOB MOVEMENT ###
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## 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.
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## 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.
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## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
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RUN_SPEED 1
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WALK_SPEED 4
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## The variables below affect the movement of specific mob types.
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HUMAN_DELAY 0
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ROBOT_DELAY 0
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MONKEY_DELAY 0
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ALIEN_DELAY 0
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METROID_DELAY 0
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ANIMAL_DELAY 0
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//Comment for "normal" explosions, which ignore obstacles
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//Uncomment for explosions that react to doors and walls
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REACTIONARY_EXPLOSIONS
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### Configure the bomb cap
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## This caps all explosions to the specified range. Used for both balance reasons and to prevent overloading the server and lagging the game out.
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## 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.
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## eg: If you give the number 20. The bomb cap will be 5,10,20.
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## Can be any number between 4 and 128, some examples are provided below.
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## Default (3,7,14)
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#BOMBCAP 14
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## One 'step' up (5,10,20) (recommended if you enable REACTIONARY_EXPLOSIONS above)
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BOMBCAP 20
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## LagHell (7,14,28)
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#BOMBCAP 28
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### ROUNDSTART SILICON LAWS ###
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## This controls what the AI's laws are at the start of the round.
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## Set to 0/commented for "off", silicons will just start with Asimov.
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## 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.)
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## 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.
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DEFAULT_LAWS 2 |