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* removes fulp edits from job.dm * crew monitor and basemap * revert * MODULAR BLOODSUCKER HUDS FINALLY * 2 more fulp edits knocked out * re-adds chain of command but modular * moves bloodsucker define to new bloodsucker defines file * chain of command fix * ok good enough * Update mentor_clientprocs.dm
114 lines
3.5 KiB
Plaintext
114 lines
3.5 KiB
Plaintext
/**
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* Role defines
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*/
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#define ROLE_BLOODSUCKER "Bloodsucker"
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#define ROLE_VAMPIRICACCIDENT "Vampiric Accident"
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#define ROLE_BLOODSUCKERBREAKOUT "Bloodsucker Breakout"
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#define ROLE_MONSTERHUNTER "Monster Hunter"
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#define IS_BLOODSUCKER(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/bloodsucker))
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#define IS_VASSAL(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/vassal))
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#define IS_MONSTERHUNTER(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/monsterhunter))
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/**
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* Traits
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*/
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/// Your heart doesn't beat
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#define TRAIT_NOPULSE "nopulse"
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/// Falsifies Health analyzer blood levels
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#define TRAIT_MASQUERADE "masquerade"
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/// Your body is literal room temperature. Does not make you immune to the temp
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#define TRAIT_COLDBLOODED "coldblooded"
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/**
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* Bloodsucker defines
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*/
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/// Determines Bloodsucker regeneration rate
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#define BS_BLOOD_VOLUME_MAX_REGEN 700
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/// Cost to torture someone, in blood
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#define TORTURE_BLOOD_COST "15"
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/// Cost to convert someone after successful torture, in blood
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#define TORTURE_CONVERSION_COST "50"
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/// Deals with constant processes off of LifeTick()
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#define COMSIG_LIVING_BIOLOGICAL_LIFE "biological_life"
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/// Once blood is this low, will enter Frenzy
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#define FRENZY_THRESHOLD_ENTER 25
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/// Once blood is this high, will exit Frenzy
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#define FRENZY_THRESHOLD_EXIT 250
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/// You have special interactions with Bloodsuckers
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#define TRAIT_BLOODSUCKER_HUNTER "bloodsucker_hunter"
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/**
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* Source traits
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*/
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/// Source trait for Bloodsuckers-related traits
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#define BLOODSUCKER_TRAIT "bloodsucker_trait"
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/// Source trait during a Frenzy
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#define FRENZY_TRAIT "frenzy_trait"
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/**
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* Status effect defines
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*/
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#define STATUS_EFFECT_MASQUERADE /datum/status_effect/masquerade
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#define STATUS_EFFECT_FRENZY /datum/status_effect/frenzy
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/**
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* Clan defines
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*/
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#define CLAN_NONE "No Clan"
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#define CLAN_BRUJAH "Brujah Clan"
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#define CLAN_NOSFERATU "Nosferatu Clan"
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#define CLAN_TREMERE "Tremere Clan"
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#define CLAN_VENTRUE "Ventrue Clan"
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#define CLAN_MALKAVIAN "Malkavian Clan"
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// Flavortext-only clans
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#define CLAN_TOREADOR "Toreador Clan"
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#define CLAN_GANGREL "Gangrel Clan"
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/**
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* Power defines
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*/
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/// This Power can't be used in Torpor
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#define BP_CANT_USE_IN_TORPOR (1<<0)
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/// This Power can't be used in Frenzy unless you're part of Brujah
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#define BP_CANT_USE_IN_FRENZY (1<<1)
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/// This Power can't be used with a stake in you
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#define BP_CANT_USE_WHILE_STAKED (1<<2)
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/// This Power can't be used while incapacitated
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#define BP_CANT_USE_WHILE_INCAPACITATED (1<<3)
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/// This Power can't be used while unconscious
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#define BP_CANT_USE_WHILE_UNCONSCIOUS (1<<4)
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/// This Power can be purchased by Bloodsuckers
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#define BLOODSUCKER_CAN_BUY (1<<0)
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/// This Power can be purchased by Vassals
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#define VASSAL_CAN_BUY (1<<1)
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/// This Power can be purchased by Monster Hunters
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#define HUNTER_CAN_BUY (1<<2)
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/// This Power is a Toggled Power
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#define BP_AM_TOGGLE (1<<0)
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/// This Power is a Single-Use Power
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#define BP_AM_SINGLEUSE (1<<1)
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/// This Power has a Static cooldown
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#define BP_AM_STATIC_COOLDOWN (1<<2)
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/// This Power doesn't cost bloot to run while unconscious
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#define BP_AM_COSTLESS_UNCONSCIOUS (1<<3)
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/**
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* Misc defines
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*/
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/// Whether we have succesfully hidden out blood level
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#define BLOODSUCKER_HIDE_BLOOD "hide_blood_volume"
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/// 1 tile down
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#define ui_blood_display "WEST:6,CENTER-1:0"
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/// 2 tiles down
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#define ui_vamprank_display "WEST:6,CENTER-2:-5"
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/// 6 pixels to the right, zero tiles & 5 pixels DOWN.
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#define ui_sunlight_display "WEST:6,CENTER-0:0"
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/// Define for Bloodsucker Antag HUDs
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#define ANTAG_HUD_BLOODSUCKER 1
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