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140 lines
5.7 KiB
Plaintext
140 lines
5.7 KiB
Plaintext
//component id defines; sometimes these may not make sense in regards to their use in scripture but important ones are bright
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/// Use this for offensive and damaging scripture!
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#define BELLIGERENT_EYE "belligerent_eye"
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/// Use this for defensive and healing scripture!
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#define VANGUARD_COGWHEEL "vanguard_cogwheel"
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/// Use this for niche scripture!
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#define GEIS_CAPACITOR "geis_capacitor"
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#define REPLICANT_ALLOY "replicant_alloy"
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/// Use this for construction-related scripture!
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#define HIEROPHANT_ANSIBLE "hierophant_ansible"
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/// The total value of all structures built by the clockwork cult
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GLOBAL_VAR_INIT(clockwork_construction_value, 0)
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///How many joules of power are globally available to the clockwork cult
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GLOBAL_VAR_INIT(clockwork_power, 0)
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/// How much Vitality is stored, total
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GLOBAL_VAR_INIT(clockwork_vitality, 0)
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/// All clockwork items, structures, and effects in existence
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GLOBAL_LIST_EMPTY(all_clockwork_objects)
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/// All clockwork SERVANTS (not creatures) in existence
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GLOBAL_LIST_EMPTY(all_clockwork_mobs)
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/// The servants can choose to "herald" Ratvar, permanently buffing them but announcing their presence to the crew.
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GLOBAL_VAR_INIT(ratvar_approaches, 0)
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/// If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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GLOBAL_VAR_INIT(ratvar_awakens, 0)
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/// The Ark on the Reebe z-level
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GLOBAL_VAR_INIT(ark_of_the_clockwork_justiciar, FALSE)
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/// Once the cult converts 20% of the station's population, their basic teleport gains a heavy penalty on non-clockwork tiles
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GLOBAL_VAR_INIT(clockwork_hardmode_active, FALSE)
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/// if a gateway to the celestial derelict has ever been successfully activated
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GLOBAL_VAR_INIT(clockwork_gateway_activated, FALSE)
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/// If script scripture is available, through converting at least one crewmember
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GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE)
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/// If script scripture is available
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GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE)
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/// a list containing scripture instances; not used to track existing scripture
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GLOBAL_LIST_EMPTY(all_scripture)
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//Scripture tiers and requirements; peripherals should never be used
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#define SCRIPTURE_PERIPHERAL "Peripheral"
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#define SCRIPTURE_DRIVER "Driver"
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#define SCRIPTURE_SCRIPT "Script"
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#define SCRIPTURE_APPLICATION "Application"
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//Various costs related to power.
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///The max power in kJ that the cult can stockpile
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#define MAX_CLOCKWORK_POWER 50000
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/// Scripts will unlock if the total power reaches this amount
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#define SCRIPT_UNLOCK_THRESHOLD 25000
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/// Applications will unlock if the total powre reaches this amount
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#define APPLICATION_UNLOCK_THRESHOLD 40000
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#define ABSCOND_ABDUCTION_COST 95
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//clockcult power defines
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/// the minimum amount of power clockcult machines will handle gracefully
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#define MIN_CLOCKCULT_POWER 25
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/// standard power amount for replica fabricator costs
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#define CLOCKCULT_POWER_UNIT (MIN_CLOCKCULT_POWER*100)
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/// how much power is in anything else; doesn't matter as much as the following
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#define POWER_STANDARD (CLOCKCULT_POWER_UNIT*0.2)
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/// how much power is in a clockwork floor, determines the cost of clockwork floor production
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#define POWER_FLOOR (CLOCKCULT_POWER_UNIT*0.1)
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/// how much power is in a clockwork wall, determines the cost of clockwork wall production
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#define POWER_WALL_MINUS_FLOOR (CLOCKCULT_POWER_UNIT*0.4)
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/// how much power is in a wall gear, minus the brass from the wall
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#define POWER_GEAR (CLOCKCULT_POWER_UNIT*0.3)
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/// how much power is in a clockwork wall and the floor under it
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#define POWER_WALL_TOTAL (POWER_WALL_MINUS_FLOOR+POWER_FLOOR)
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/// how much power is in one rod
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#define POWER_ROD (CLOCKCULT_POWER_UNIT*0.01)
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/// how much power is in one sheet of metal
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#define POWER_METAL (CLOCKCULT_POWER_UNIT*0.02)
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/// how much power is in one sheet of plasteel
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#define POWER_PLASTEEL (CLOCKCULT_POWER_UNIT*0.05)
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//Ark defines
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/// the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 1 per tick
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#define GATEWAY_SUMMON_RATE 1
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/// when progress is at or above this, the gateway finds reebe and begins drawing power
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#define GATEWAY_REEBE_FOUND 240
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/// when progress is at or above this, ratvar has entered and is coming through the gateway
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#define GATEWAY_RATVAR_COMING 480
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/// when progress is at or above this, game over ratvar's here everybody go home
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#define GATEWAY_RATVAR_ARRIVAL 600
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///Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justiciar and free Ratvar."
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//Eminence defines
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/// How many walls can be superheated at once
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#define SUPERHEATED_CLOCKWORK_WALL_LIMIT 30
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//misc clockcult stuff
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/// range at which transmission sigils can access power
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#define SIGIL_ACCESS_RANGE 2
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/// how much a fabricator repairs each tick, and also how many deciseconds each tick is
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#define FABRICATOR_REPAIR_PER_TICK 4
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/// the range at which ocular wardens cannot be placed near other ocular wardens
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#define OCULAR_WARDEN_EXCLUSION_RANGE 3
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/// The cooldown period between summoning suits of clockwork armor
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#define CLOCKWORK_ARMOR_COOLDOWN 1800
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/// The cooldown period between summoning another Ratvarian spear
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#define RATVARIAN_SPEAR_COOLDOWN 300
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/// The amount of deciseconds that must pass before marauder scripture will not gain a recital penalty
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#define MARAUDER_SCRIPTURE_SCALING_THRESHOLD 600
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/// The amount of extra deciseconds tacked on to the marauder scripture recital time per recent marauder
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#define MARAUDER_SCRIPTURE_SCALING_TIME 20
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/// The maximum extra time applied to the marauder scripture
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#define MARAUDER_SCRIPTURE_SCALING_MAX 300
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/// This much time has to pass between instances of the Ark taking damage before it will "scream" again
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#define ARK_SCREAM_COOLDOWN 600
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/// The percent of servant over living players before they enter hardmode and have a warp penalty on non-clockwork tiles
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#define SERVANT_HARDMODE_PERCENT 0.2
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