mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-05 23:21:53 +00:00
* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
56 lines
3.2 KiB
Plaintext
56 lines
3.2 KiB
Plaintext
/*
|
|
These defines are the balancing points of various parts of the radiation system.
|
|
Changes here can have widespread effects: make sure you test well.
|
|
Ask ninjanomnom if they're around
|
|
*/
|
|
|
|
#define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading
|
|
// WARNING: Lowering this value significantly increases SSradiation load
|
|
|
|
// apply_effect((amount * RAD_MOB_COEFFICIENT) / max(1, (radiation ** 2) * RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked)
|
|
#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this
|
|
#define RAD_MOB_SKIN_PROTECTION ((1 / RAD_MOB_COEFFICIENT) + RAD_BACKGROUND_RADIATION)
|
|
|
|
#define RAD_LOSS_PER_TICK 0.5
|
|
#define RAD_TOX_COEFFICIENT 0.08 // Toxin damage per tick coefficient
|
|
#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation
|
|
// WARNING: This number is highly sensitive to change, graph is first for best results
|
|
#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn
|
|
//Holy shit test after you tweak anything it's said like 6 times in here
|
|
//You probably want to plot any tweaks you make so you can see the curves visually
|
|
#define RAD_BURN_LOG_BASE 1.1
|
|
#define RAD_BURN_LOG_GRADIENT 10000
|
|
#define RAD_BURN_CURVE(X) log(1 + ((X - RAD_BURN_THRESHOLD) / RAD_BURN_LOG_GRADIENT)) / log(RAD_BURN_LOG_BASE)
|
|
|
|
#define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects
|
|
|
|
#define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss
|
|
|
|
#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation
|
|
|
|
#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting
|
|
#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
|
|
|
|
#define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning
|
|
#define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold
|
|
#define RAD_MOB_KNOCKDOWN_AMOUNT 6 SECONDS // Amount of knockdown when it occurs
|
|
|
|
#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
|
|
#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
|
|
#define RAD_LIGHT_INSULATION 0.8
|
|
#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
|
|
#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
|
|
#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
|
|
#define RAD_FULL_INSULATION 0 // Unused
|
|
|
|
// WARNING: The defines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
|
|
// contamination_strength = (strength - RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
|
|
#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
|
|
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.25 // Higher means higher strength scaling contamination strength
|
|
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
|
|
|
|
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
|
|
|
|
#define RAD_GEIGER_MEASURE_SMOOTHING 5
|
|
#define RAD_GEIGER_GRACE_PERIOD 2
|