Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-26783
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@@ -37,15 +37,15 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define JUDGEMENT_CV_REQ 300
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//general component/cooldown things
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#define SLAB_PRODUCTION_TIME 900 //how long(deciseconds) slabs require to produce a single component; defaults to 1 minute 30 seconds
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#define SLAB_PRODUCTION_TIME 450 //how long(deciseconds) slabs require to produce a single component; defaults to 45 seconds
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#define SLAB_SERVANT_SLOWDOWN 300 //how much each servant above 5 slows down slab-based generation; defaults to 30 seconds per sevant
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#define SLAB_SERVANT_SLOWDOWN 150 //how much each servant above 5 slows down slab-based generation; defaults to 15 seconds per sevant
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#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
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#define SLAB_SLOWDOWN_MAXIMUM 1350 //maximum slowdown from additional servants; defaults to 2 minutes 15 seconds
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#define CACHE_PRODUCTION_TIME 600 //how long(deciseconds) caches require to produce a component; defaults to 1 minute
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#define CACHE_PRODUCTION_TIME 300 //how long(deciseconds) caches require to produce a component; defaults to 30 seconds
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#define ACTIVE_CACHE_SLOWDOWN 100 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 10 seconds
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#define ACTIVE_CACHE_SLOWDOWN 50 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 5 seconds
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#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
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@@ -87,9 +87,9 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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#define ARK_SUMMON_COST 3 //how many of each component an Ark costs to summon
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#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
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#define ARK_CONSUME_COST 7 //how many of each component an Ark needs to consume to activate
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#define ARK_CONSUME_COST 15 //how many of each component an Ark needs to consume to activate
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//Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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@@ -32,7 +32,7 @@
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#define BOTANIST (1<<2)
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#define COOK (1<<3)
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#define JANITOR (1<<4)
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#define LIBRARIAN (1<<5)
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#define CURATOR (1<<5)
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#define QUARTERMASTER (1<<6)
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#define CARGOTECH (1<<7)
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#define MINER (1<<8)
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@@ -16,10 +16,10 @@
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#define LIGHTING_BASE_MATRIX \
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list \
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( \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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1, 1, 1, 0, \
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1, 1, 1, 0, \
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1, 1, 1, 0, \
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1, 1, 1, 0, \
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0, 0, 0, 1 \
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) \
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@@ -78,4 +78,11 @@
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#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
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#define DYNAMIC_LIGHTING_FORCED 2 //dynamic lighting enabled even if the area doesn't require power
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#define DYNAMIC_LIGHTING_IFSTARLIGHT 3 //dynamic lighting enabled only if starlight is.
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#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting
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#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting
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//code assumes higher numbers override lower numbers.
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#define LIGHTING_NO_UPDATE 0
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#define LIGHTING_VIS_UPDATE 1
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#define LIGHTING_CHECK_UPDATE 2
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#define LIGHTING_FORCE_UPDATE 3
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@@ -0,0 +1,3 @@
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#define CHECKBOX_NONE 0
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#define CHECKBOX_GROUP 1
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#define CHECKBOX_TOGGLE 2
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@@ -31,5 +31,6 @@
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/////////////
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#define STATUS_EFFECT_SIGILMARK /datum/status_effect/sigil_mark
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#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
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#define STATUS_EFFECT_HISWRATH /datum/status_effect/his_wrath //His Wrath.
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