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* Part 1 * WIP * The rest of these * More stuff * Whoops, did that wrong * typo * gweeen * This all works * SHOWER * Rads * awa * rad * Update life.dm * edits * Makes lvl 3 rads give you a warning. You should already know by this point, but this makes it EXTRA clear you're getting fucked * Update vorestation.dme * aaa * propagate * gwah * more fixes * AAA * Update radiation.dm * Update radiation.dm * mobs rads * rads * fix this * Update _reagents.dm * these * Get rid of these * rad * Update config.txt * fixed * Update radiation_effects.dm
67 lines
2.7 KiB
Plaintext
67 lines
2.7 KiB
Plaintext
/*
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These defines are the balancing points of various parts of the radiation system.
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Changes here can have widespread effects: make sure you test well.
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Ask Mothblocks if they're around
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*/
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/// How much stored radiation to check for hair loss
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#define RAD_MOB_HAIRLOSS (1 MINUTES)
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/// Chance of you hair starting to fall out every second when over threshold
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#define RAD_MOB_HAIRLOSS_PROB 7.5
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/// How much stored radiation to check for mutation
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#define RAD_MOB_MUTATE (2 MINUTES)
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/// Chance of randomly mutating every second when over threshold
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#define RAD_MOB_MUTATE_PROB 0.5
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/// The time since irradiated before checking for vomitting
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#define RAD_MOB_VOMIT (2 MINUTES)
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/// Chance per second of vomitting
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#define RAD_MOB_VOMIT_PROB 0.5
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/// How much stored radiation to check for stunning
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#define RAD_MOB_KNOCKDOWN (2 MINUTES)
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/// Chance of knockdown per second when over threshold
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#define RAD_MOB_KNOCKDOWN_PROB 0.5
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/// Amount of knockdown when it occurs
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#define RAD_MOB_KNOCKDOWN_AMOUNT 3
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#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
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#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
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#define RAD_LIGHT_INSULATION 0.8
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#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
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#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
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#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
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#define RAD_FULL_INSULATION 0 // Completely stops radiation from coming through
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/// The default chance something can be irradiated
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#define DEFAULT_RADIATION_CHANCE 10
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/// The default chance for uranium structures to irradiate
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#define URANIUM_IRRADIATION_CHANCE DEFAULT_RADIATION_CHANCE
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/// The minimum exposure time before uranium structures can irradiate
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#define URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME (3 SECONDS)
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/// The minimum exposure time before the radioactive nebula can irradiate
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#define NEBULA_RADIATION_MINIMUM_EXPOSURE_TIME (6 SECONDS)
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/// Return values of [proc/get_perceived_radiation_danger]
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// If you change these, update /datum/looping_sound/geiger as well.
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#define PERCEIVED_RADIATION_DANGER_LOW 1
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#define PERCEIVED_RADIATION_DANGER_MEDIUM 2
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#define PERCEIVED_RADIATION_DANGER_HIGH 3
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#define PERCEIVED_RADIATION_DANGER_EXTREME 4
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/// The time before geiger counters reset back to normal without any radiation pulses
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#define TIME_WITHOUT_RADIATION_BEFORE_RESET (5 SECONDS)
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// Radiation exposure params
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// For the radioactive nebula outside
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/// Base chance the nebula has of applying irradiation
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#define RADIATION_EXPOSURE_NEBULA_BASE_CHANCE 20
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/// The chance we add to the base chance every time we fail to irradiate
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#define RADIATION_EXPOSURE_NEBULA_CHANCE_INCREMENT 10
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/// Time it takes for the next irradiation check
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#define RADIATION_EXPOSURE_NEBULA_CHECK_INTERVAL 5 SECONDS
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