Merge pull request #13497 from Zandario/species-refactor
Refactors some defines for easier Species Development
This commit is contained in:
+51
-51
@@ -1,54 +1,54 @@
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// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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#define COLOR_FLOORTILE_GRAY "#8D8B8B"
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#define COLOR_ALMOST_BLACK "#333333"
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#define COLOR_BLACK "#000000"
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#define COLOR_RED "#FF0000"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_MAROON "#800000"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_OLIVE "#808000"
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#define COLOR_LIME "#32CD32"
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#define COLOR_GREEN "#008000"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_TEAL "#008080"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_BLUE_LIGHT "#33CCFF"
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#define COLOR_NAVY "#000080"
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#define COLOR_PINK "#FFC0CB"
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#define COLOR_MAGENTA "#FF00FF"
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#define COLOR_PURPLE "#800080"
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#define COLOR_ORANGE "#FF9900"
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#define COLOR_BEIGE "#CEB689"
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#define COLOR_BLUE_GRAY "#75A2BB"
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#define COLOR_BROWN "#BA9F6D"
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#define COLOR_DARK_BROWN "#997C4F"
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#define COLOR_DARK_ORANGE "#C3630C"
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#define COLOR_GREEN_GRAY "#99BB76"
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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#define COLOR_INPUT_DISABLED "#F0F0F0"
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#define COLOR_INPUT_ENABLED "#D3B5B5"
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#define COLOR_FLOORTILE_GRAY "#8D8B8B"
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#define COLOR_ALMOST_BLACK "#333333"
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#define COLOR_BLACK "#000000"
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#define COLOR_RED "#FF0000"
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#define COLOR_RED_LIGHT "#FF3333"
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#define COLOR_MAROON "#800000"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_OLIVE "#808000"
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#define COLOR_LIME "#32CD32"
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#define COLOR_GREEN "#008000"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_TEAL "#008080"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_BLUE_LIGHT "#33CCFF"
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#define COLOR_NAVY "#000080"
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#define COLOR_PINK "#FFC0CB"
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#define COLOR_MAGENTA "#FF00FF"
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#define COLOR_PURPLE "#800080"
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#define COLOR_ORANGE "#FF9900"
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#define COLOR_BEIGE "#CEB689"
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#define COLOR_BLUE_GRAY "#75A2BB"
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#define COLOR_BROWN "#BA9F6D"
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#define COLOR_DARK_BROWN "#997C4F"
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#define COLOR_DARK_ORANGE "#C3630C"
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#define COLOR_GREEN_GRAY "#99BB76"
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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//Color defines used by the assembly detailer.
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#define COLOR_ASSEMBLY_BLACK "#545454"
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#define COLOR_ASSEMBLY_BGRAY "#9497AB"
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#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
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#define COLOR_ASSEMBLY_RED "#CC4242"
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#define COLOR_ASSEMBLY_ORANGE "#E39751"
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#define COLOR_ASSEMBLY_BEIGE "#AF9366"
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#define COLOR_ASSEMBLY_BROWN "#97670E"
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#define COLOR_ASSEMBLY_GOLD "#AA9100"
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#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
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#define COLOR_ASSEMBLY_GURKHA "#999875"
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#define COLOR_ASSEMBLY_LGREEN "#789876"
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#define COLOR_ASSEMBLY_GREEN "#44843C"
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#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
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#define COLOR_ASSEMBLY_BLUE "#38559E"
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#define COLOR_ASSEMBLY_PURPLE "#6F6192"
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#define COLOR_ASSEMBLY_PINK "#ff4adc"
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// Color defines used by the assembly detailer.
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#define COLOR_ASSEMBLY_BLACK "#545454"
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#define COLOR_ASSEMBLY_BGRAY "#9497AB"
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#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
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#define COLOR_ASSEMBLY_RED "#CC4242"
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#define COLOR_ASSEMBLY_ORANGE "#E39751"
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#define COLOR_ASSEMBLY_BEIGE "#AF9366"
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#define COLOR_ASSEMBLY_BROWN "#97670E"
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#define COLOR_ASSEMBLY_GOLD "#AA9100"
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#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
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#define COLOR_ASSEMBLY_GURKHA "#999875"
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#define COLOR_ASSEMBLY_LGREEN "#789876"
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#define COLOR_ASSEMBLY_GREEN "#44843C"
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#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
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#define COLOR_ASSEMBLY_BLUE "#38559E"
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#define COLOR_ASSEMBLY_PURPLE "#6F6192"
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#define COLOR_ASSEMBLY_PINK "#ff4adc"
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+171
-171
@@ -1,17 +1,17 @@
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/*ALL MOB-RELATED DEFINES THAT DON'T BELONG IN ANOTHER FILE GO HERE*/
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//Misc mob defines
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// Misc mob defines
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//Ready states at roundstart for mob/dead/new_player
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// Ready states at roundstart for mob/dead/new_player
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#define PLAYER_NOT_READY 0
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#define PLAYER_READY_TO_PLAY 1
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#define PLAYER_READY_TO_OBSERVE 2
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//movement intent defines for the m_intent var
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// movement intent defines for the m_intent var
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#define MOVE_INTENT_WALK "walk"
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#define MOVE_INTENT_RUN "run"
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//Blood levels
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// Blood levels
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#define BLOOD_VOLUME_MAX_LETHAL 2150
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#define BLOOD_VOLUME_EXCESS 2100
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#define BLOOD_VOLUME_MAXIMUM 2000
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@@ -22,34 +22,34 @@
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#define BLOOD_VOLUME_BAD 224
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#define BLOOD_VOLUME_SURVIVE 122
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//Sizes of mobs, used by mob/living/var/mob_size
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// Sizes of mobs, used by mob/living/var/mob_size
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#define MOB_SIZE_TINY 0
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#define MOB_SIZE_SMALL 1
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#define MOB_SIZE_HUMAN 2
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#define MOB_SIZE_LARGE 3
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//Ventcrawling defines
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// Ventcrawling defines
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#define VENTCRAWLER_NONE 0
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#define VENTCRAWLER_NUDE 1
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#define VENTCRAWLER_ALWAYS 2
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//Bloodcrawling defines
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// Bloodcrawling defines
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#define BLOODCRAWL 1
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#define BLOODCRAWL_EAT 2
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//Mob bio-types flags
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#define MOB_ORGANIC (1 << 0)
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// Mob bio-types flags
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#define MOB_ORGANIC (1 << 0)
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#define MOB_MINERAL (1 << 1)
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#define MOB_ROBOTIC (1 << 2)
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#define MOB_ROBOTIC (1 << 2)
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#define MOB_UNDEAD (1 << 3)
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#define MOB_HUMANOID (1 << 4)
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#define MOB_BUG (1 << 5)
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#define MOB_HUMANOID (1 << 4)
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#define MOB_BUG (1 << 5)
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#define MOB_BEAST (1 << 6)
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#define MOB_EPIC (1 << 7) //megafauna
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#define MOB_EPIC (1 << 7) // Megafauna
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#define MOB_REPTILE (1 << 8)
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#define MOB_SPIRIT (1 << 9)
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//Organ defines for carbon mobs
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// Organ defines for carbon mobs
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#define ORGAN_ORGANIC 1
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#define ORGAN_ROBOTIC 2
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@@ -66,194 +66,194 @@
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#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
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#define MONKEY_BODYPART "monkey"
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#define ALIEN_BODYPART "alien"
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#define LARVA_BODYPART "larva"
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#define DEVIL_BODYPART "devil"
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#define ALIEN_BODYPART "alien"
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#define LARVA_BODYPART "larva"
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#define DEVIL_BODYPART "devil"
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/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
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// Health/damage defines for carbon mobs
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#define HUMAN_MAX_OXYLOSS 3
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#define HUMAN_CRIT_MAX_OXYLOSS (SSmobs.wait/30)
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#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
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#define HEAT_DAMAGE_LEVEL_2 3 //Amount of damage applied when your body temperature passes the 400K point
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#define HEAT_DAMAGE_LEVEL_3 8 //Amount of damage applied when your body temperature passes the 460K point and you are on fire
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#define HEAT_DAMAGE_LEVEL_1 2 // Amount of damage applied when your body temperature just passes the 360.15k safety point
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#define HEAT_DAMAGE_LEVEL_2 3 // Amount of damage applied when your body temperature passes the 400K point
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#define HEAT_DAMAGE_LEVEL_3 8 // Amount of damage applied when your body temperature passes the 460K point and you are on fire
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#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
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#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
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#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point
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#define COLD_DAMAGE_LEVEL_1 0.5 // Amount of damage applied when your body temperature just passes the 260.15k safety point
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#define COLD_DAMAGE_LEVEL_2 1.5 // Amount of damage applied when your body temperature passes the 200K point
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#define COLD_DAMAGE_LEVEL_3 3 // Amount of damage applied when your body temperature passes the 120K point
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//Note that gas heat damage is only applied once every FOUR ticks.
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#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
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#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
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#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point
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// Note that gas heat damage is only applied once every FOUR ticks.
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#define HEAT_GAS_DAMAGE_LEVEL_1 2 // Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
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#define HEAT_GAS_DAMAGE_LEVEL_2 4 // Amount of damage applied when the current breath's temperature passes the 400K point
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#define HEAT_GAS_DAMAGE_LEVEL_3 8 // Amount of damage applied when the current breath's temperature passes the 1000K point
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#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
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#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
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#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
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#define COLD_GAS_DAMAGE_LEVEL_1 0.5 // Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
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#define COLD_GAS_DAMAGE_LEVEL_2 1.5 // Amount of damage applied when the current breath's temperature passes the 200K point
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#define COLD_GAS_DAMAGE_LEVEL_3 3 // Amount of damage applied when the current breath's temperature passes the 120K point
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//Brain Damage defines
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#define BRAIN_DAMAGE_MILD 20
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// Brain Damage defines
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#define BRAIN_DAMAGE_MILD 20
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#define BRAIN_DAMAGE_SEVERE 100
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#define BRAIN_DAMAGE_DEATH 200
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#define BRAIN_DAMAGE_DEATH 200
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#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
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#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
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#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
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#define BRAIN_TRAUMA_MAGIC /datum/brain_trauma/magic
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#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
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#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
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#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
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#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
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#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
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#define TRAUMA_RESILIENCE_BASIC 1 // Curable with chems
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#define TRAUMA_RESILIENCE_SURGERY 2 // Curable with brain surgery
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#define TRAUMA_RESILIENCE_LOBOTOMY 3 // Curable with lobotomy
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#define TRAUMA_RESILIENCE_WOUND 4 // Curable by healing the head wound
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#define TRAUMA_RESILIENCE_MAGIC 5 // Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 6 // This is here to stay
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//Limit of traumas for each resilience tier
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#define TRAUMA_LIMIT_BASIC 3
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#define TRAUMA_LIMIT_SURGERY 2
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#define TRAUMA_LIMIT_WOUND 2
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// Limit of traumas for each resilience tier
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#define TRAUMA_LIMIT_BASIC 3
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#define TRAUMA_LIMIT_SURGERY 2
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#define TRAUMA_LIMIT_WOUND 2
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#define TRAUMA_LIMIT_LOBOTOMY 3
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#define TRAUMA_LIMIT_MAGIC 3
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#define TRAUMA_LIMIT_MAGIC 3
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#define TRAUMA_LIMIT_ABSOLUTE INFINITY
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#define BRAIN_DAMAGE_INTEGRITY_MULTIPLIER 0.5
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//Surgery Defines
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// Surgery Defines
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#define BIOWARE_GENERIC "generic"
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#define BIOWARE_NERVES "nerves"
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#define BIOWARE_CIRCULATION "circulation"
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#define BIOWARE_LIGAMENTS "ligaments"
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//Health hud screws for carbon mobs
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#define SCREWYHUD_NONE 0
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#define SCREWYHUD_CRIT 1
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#define SCREWYHUD_DEAD 2
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// Health hud screws for carbon mobs
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#define SCREWYHUD_NONE 0
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#define SCREWYHUD_CRIT 1
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#define SCREWYHUD_DEAD 2
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#define SCREWYHUD_HEALTHY 3
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//Threshold levels for beauty for humans
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// Threshold levels for beauty for humans
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#define BEAUTY_LEVEL_HORRID -66
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#define BEAUTY_LEVEL_BAD -33
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#define BEAUTY_LEVEL_DECENT 33
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#define BEAUTY_LEVEL_GOOD 66
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#define BEAUTY_LEVEL_GREAT 100
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#define BEAUTY_LEVEL_BAD -33
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#define BEAUTY_LEVEL_DECENT 33
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#define BEAUTY_LEVEL_GOOD 66
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#define BEAUTY_LEVEL_GREAT 100
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//Moods levels for humans
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#define MOOD_LEVEL_HAPPY4 15
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#define MOOD_LEVEL_HAPPY3 10
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#define MOOD_LEVEL_HAPPY2 6
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#define MOOD_LEVEL_HAPPY1 2
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#define MOOD_LEVEL_NEUTRAL 0
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#define MOOD_LEVEL_SAD1 -3
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#define MOOD_LEVEL_SAD2 -12
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#define MOOD_LEVEL_SAD3 -18
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#define MOOD_LEVEL_SAD4 -25
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// Moods levels for humans
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#define MOOD_LEVEL_HAPPY4 15
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#define MOOD_LEVEL_HAPPY3 10
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#define MOOD_LEVEL_HAPPY2 6
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#define MOOD_LEVEL_HAPPY1 2
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#define MOOD_LEVEL_NEUTRAL 0
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#define MOOD_LEVEL_SAD1 -3
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#define MOOD_LEVEL_SAD2 -12
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#define MOOD_LEVEL_SAD3 -18
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#define MOOD_LEVEL_SAD4 -25
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//Sanity levels for humans
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#define SANITY_AMAZING 150
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#define SANITY_GREAT 125
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#define SANITY_NEUTRAL 100
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// Sanity levels for humans
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#define SANITY_AMAZING 150
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#define SANITY_GREAT 125
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#define SANITY_NEUTRAL 100
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#define SANITY_DISTURBED 75
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#define SANITY_UNSTABLE 50
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#define SANITY_CRAZY 25
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#define SANITY_INSANE 0
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#define SANITY_UNSTABLE 50
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#define SANITY_CRAZY 25
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#define SANITY_INSANE 0
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//Nutrition levels for humans
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#define NUTRITION_LEVEL_FAT 600
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#define NUTRITION_LEVEL_FULL 550
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// Nutrition levels for humans
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#define NUTRITION_LEVEL_FAT 600
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#define NUTRITION_LEVEL_FULL 550
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#define NUTRITION_LEVEL_WELL_FED 450
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#define NUTRITION_LEVEL_FED 350
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#define NUTRITION_LEVEL_HUNGRY 250
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#define NUTRITION_LEVEL_FED 350
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#define NUTRITION_LEVEL_HUNGRY 250
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#define NUTRITION_LEVEL_STARVING 150
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#define NUTRITION_LEVEL_START_MIN 250
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#define NUTRITION_LEVEL_START_MAX 400
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//Disgust levels for humans
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#define DISGUST_LEVEL_MAXEDOUT 150
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#define DISGUST_LEVEL_DISGUSTED 75
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#define DISGUST_LEVEL_VERYGROSS 50
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#define DISGUST_LEVEL_GROSS 25
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// Disgust levels for humans
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#define DISGUST_LEVEL_MAXEDOUT 150
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#define DISGUST_LEVEL_DISGUSTED 75
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#define DISGUST_LEVEL_VERYGROSS 50
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#define DISGUST_LEVEL_GROSS 25
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//Charge levels for Ethereals
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#define ETHEREAL_CHARGE_NONE 0
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#define ETHEREAL_CHARGE_LOWPOWER 20
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#define ETHEREAL_CHARGE_NORMAL 50
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// Charge levels for Ethereals
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#define ETHEREAL_CHARGE_NONE 0
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#define ETHEREAL_CHARGE_LOWPOWER 20
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#define ETHEREAL_CHARGE_NORMAL 50
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#define ETHEREAL_CHARGE_ALMOSTFULL 75
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#define ETHEREAL_CHARGE_FULL 100
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#define ETHEREAL_CHARGE_OVERLOAD 125
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#define ETHEREAL_CHARGE_FULL 100
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#define ETHEREAL_CHARGE_OVERLOAD 125
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#define ETHEREAL_CHARGE_DANGEROUS 150
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|
||||
//Slime evolution threshold. Controls how fast slimes can split/grow
|
||||
// Slime evolution threshold. Controls how fast slimes can split/grow
|
||||
#define SLIME_EVOLUTION_THRESHOLD 10
|
||||
|
||||
//Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
|
||||
// Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
|
||||
#define SLIME_EXTRACT_CROSSING_REQUIRED 10
|
||||
|
||||
//Slime commands defines
|
||||
#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
|
||||
#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
|
||||
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
|
||||
#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
|
||||
// Slime commands defines
|
||||
#define SLIME_FRIENDSHIP_FOLLOW 3 // Min friendship to order it to follow
|
||||
#define SLIME_FRIENDSHIP_STOPEAT 5 // Min friendship to order it to stop eating someone
|
||||
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 // Min friendship to order it to stop eating someone without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE 4 // Min friendship to order it to stop chasing someone (their target)
|
||||
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 // Min friendship to order it to stop chasing someone (their target) without it losing friendship
|
||||
#define SLIME_FRIENDSHIP_STAY 3 // Min friendship to order it to stay
|
||||
#define SLIME_FRIENDSHIP_ATTACK 8 // Min friendship to order it to attack
|
||||
|
||||
//Sentience types, to prevent things like sentience potions from giving bosses sentience
|
||||
#define SENTIENCE_ORGANIC 1
|
||||
// Sentience types, to prevent things like sentience potions from giving bosses sentience
|
||||
#define SENTIENCE_ORGANIC 1
|
||||
#define SENTIENCE_ARTIFICIAL 2
|
||||
// #define SENTIENCE_OTHER 3 unused
|
||||
#define SENTIENCE_MINEBOT 4
|
||||
#define SENTIENCE_BOSS 5
|
||||
//#define SENTIENCE_OTHER 3 // Unused
|
||||
#define SENTIENCE_MINEBOT 4
|
||||
#define SENTIENCE_BOSS 5
|
||||
|
||||
//Mob AI Status
|
||||
// Mob AI Status
|
||||
|
||||
//Hostile simple animals
|
||||
//If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
|
||||
// Hostile simple animals
|
||||
// If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
|
||||
#define AI_ON 1
|
||||
#define AI_IDLE 2
|
||||
#define AI_OFF 3
|
||||
#define AI_Z_OFF 4
|
||||
|
||||
//determines if a mob can smash through it
|
||||
#define ENVIRONMENT_SMASH_NONE 0
|
||||
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) //crates, lockers, ect
|
||||
#define ENVIRONMENT_SMASH_WALLS (1<<1) //walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS (1<<2) //rwalls
|
||||
// determines if a mob can smash through it
|
||||
#define ENVIRONMENT_SMASH_NONE 0
|
||||
#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) // crates, lockers, ect
|
||||
#define ENVIRONMENT_SMASH_WALLS (1<<1) // walls
|
||||
#define ENVIRONMENT_SMASH_RWALLS (1<<2) // rwalls
|
||||
|
||||
#define NO_SLIP_WHEN_WALKING (1<<0)
|
||||
#define SLIDE (1<<1)
|
||||
#define GALOSHES_DONT_HELP (1<<2)
|
||||
#define FLYING_DOESNT_HELP (1<<3)
|
||||
#define SLIDE_ICE (1<<4)
|
||||
#define SLIP_WHEN_CRAWLING (1<<5) //clown planet ruin amongst others
|
||||
#define SLIP_WHEN_JOGGING (1<<6) //slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
|
||||
#define NO_SLIP_WHEN_WALKING (1<<0)
|
||||
#define SLIDE (1<<1)
|
||||
#define GALOSHES_DONT_HELP (1<<2)
|
||||
#define FLYING_DOESNT_HELP (1<<3)
|
||||
#define SLIDE_ICE (1<<4)
|
||||
#define SLIP_WHEN_CRAWLING (1<<5) // clown planet ruin amongst others
|
||||
#define SLIP_WHEN_JOGGING (1<<6) // slips prevented by walking are also dodged if the mob is nor sprinting or fatigued... unless this flag is on.
|
||||
|
||||
|
||||
#define MAX_CHICKENS 50
|
||||
|
||||
///Flags used by the flags parameter of electrocute act.
|
||||
// /Flags used by the flags parameter of electrocute act.
|
||||
|
||||
///Makes it so that the shock doesn't take gloves into account.
|
||||
#define SHOCK_NOGLOVES (1 << 0)
|
||||
///Used when the shock is from a tesla bolt.
|
||||
#define SHOCK_TESLA (1 << 1)
|
||||
///Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
|
||||
#define SHOCK_ILLUSION (1 << 2)
|
||||
///The shock doesn't stun.
|
||||
#define SHOCK_NOSTUN (1 << 3)
|
||||
// /Makes it so that the shock doesn't take gloves into account.
|
||||
#define SHOCK_NOGLOVES (1 << 0)
|
||||
// /Used when the shock is from a tesla bolt.
|
||||
#define SHOCK_TESLA (1 << 1)
|
||||
// /Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
|
||||
#define SHOCK_ILLUSION (1 << 2)
|
||||
// /The shock doesn't stun.
|
||||
#define SHOCK_NOSTUN (1 << 3)
|
||||
|
||||
|
||||
#define INCORPOREAL_MOVE_BASIC 1
|
||||
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
|
||||
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
|
||||
#define INCORPOREAL_MOVE_BASIC 1
|
||||
#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
|
||||
#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
|
||||
|
||||
//Secbot and ED209 judgement criteria bitflag values
|
||||
// Secbot and ED209 judgement criteria bitflag values
|
||||
#define JUDGE_EMAGGED (1<<0)
|
||||
#define JUDGE_IDCHECK (1<<1)
|
||||
#define JUDGE_WEAPONCHECK (1<<2)
|
||||
#define JUDGE_RECORDCHECK (1<<3)
|
||||
//ED209's ignore monkeys
|
||||
// ED209's ignore monkeys
|
||||
#define JUDGE_IGNOREMONKEYS (1<<4)
|
||||
|
||||
#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
|
||||
@@ -262,45 +262,45 @@
|
||||
|
||||
// Offsets defines
|
||||
|
||||
#define OFFSET_UNIFORM "uniform"
|
||||
#define OFFSET_ID "id"
|
||||
#define OFFSET_GLOVES "gloves"
|
||||
#define OFFSET_GLASSES "glasses"
|
||||
#define OFFSET_EARS "ears"
|
||||
#define OFFSET_SHOES "shoes"
|
||||
#define OFFSET_S_STORE "s_store"
|
||||
#define OFFSET_FACEMASK "mask"
|
||||
#define OFFSET_HEAD "head"
|
||||
#define OFFSET_EYES "eyes"
|
||||
#define OFFSET_LIPS "lips"
|
||||
#define OFFSET_BELT "belt"
|
||||
#define OFFSET_BACK "back"
|
||||
#define OFFSET_SUIT "suit"
|
||||
#define OFFSET_NECK "neck"
|
||||
#define OFFSET_HAIR "hair"
|
||||
#define OFFSET_FHAIR "fhair"
|
||||
#define OFFSET_MUTPARTS "mutantparts"
|
||||
#define OFFSET_UNIFORM "uniform"
|
||||
#define OFFSET_ID "id"
|
||||
#define OFFSET_GLOVES "gloves"
|
||||
#define OFFSET_GLASSES "glasses"
|
||||
#define OFFSET_EARS "ears"
|
||||
#define OFFSET_SHOES "shoes"
|
||||
#define OFFSET_S_STORE "s_store"
|
||||
#define OFFSET_FACEMASK "mask"
|
||||
#define OFFSET_HEAD "head"
|
||||
#define OFFSET_EYES "eyes"
|
||||
#define OFFSET_LIPS "lips"
|
||||
#define OFFSET_BELT "belt"
|
||||
#define OFFSET_BACK "back"
|
||||
#define OFFSET_SUIT "suit"
|
||||
#define OFFSET_NECK "neck"
|
||||
#define OFFSET_HAIR "hair"
|
||||
#define OFFSET_FHAIR "fhair"
|
||||
#define OFFSET_MUTPARTS "mutantparts"
|
||||
|
||||
//MINOR TWEAKS/MISC
|
||||
#define AGE_MIN 18 //youngest a character can be //CITADEL EDIT - 17 --> 18
|
||||
#define AGE_MAX 85 //oldest a character can be
|
||||
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
|
||||
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
|
||||
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
|
||||
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
|
||||
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
|
||||
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
|
||||
// MINOR TWEAKS/MISC
|
||||
#define AGE_MIN 18 // youngest a character can be // CITADEL EDIT - 17 --> 18
|
||||
#define AGE_MAX 85 // oldest a character can be
|
||||
#define WIZARD_AGE_MIN 30 // youngest a wizard can be
|
||||
#define APPRENTICE_AGE_MIN 29 // youngest an apprentice can be
|
||||
#define SHOES_SLOWDOWN 0 // How much shoes slow you down by default. Negative values speed you up
|
||||
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
|
||||
#define POCKET_STRIP_DELAY 40 // time taken (in deciseconds) to search somebody's pockets
|
||||
#define DOOR_CRUSH_DAMAGE 15 // the amount of damage that airlocks deal when they crush you
|
||||
|
||||
#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
|
||||
#define ETHEREAL_CHARGE_FACTOR 0.08 //factor at which ethereal's charge decreases
|
||||
#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
|
||||
#define HUNGER_FACTOR 0.1 // factor at which mob nutrition decreases
|
||||
#define ETHEREAL_CHARGE_FACTOR 0.08 // factor at which ethereal's charge decreases
|
||||
#define REAGENTS_METABOLISM 0.4 // How many units of reagent are consumed per tick, by default.
|
||||
#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
|
||||
|
||||
// Roundstart trait system
|
||||
|
||||
#define MAX_QUIRKS 6 //The maximum amount of quirks one character can have at roundstart
|
||||
#define MAX_QUIRKS 6 // The maximum amount of quirks one character can have at roundstart
|
||||
|
||||
#define MAX_REVIVE_FIRE_DAMAGE 180
|
||||
#define MAX_REVIVE_FIRE_DAMAGE 180
|
||||
#define MAX_REVIVE_BRUTE_DAMAGE 180
|
||||
|
||||
// AI Toggles
|
||||
@@ -308,28 +308,28 @@
|
||||
#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
|
||||
|
||||
// /obj/item/bodypart on_mob_life() retval flag
|
||||
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
|
||||
#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
|
||||
|
||||
#define HUMAN_FIRE_STACK_ICON_NUM 3
|
||||
|
||||
#define TYPING_INDICATOR_TIMEOUT 20 MINUTES
|
||||
|
||||
#define GRAB_PIXEL_SHIFT_PASSIVE 6
|
||||
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
|
||||
#define GRAB_PIXEL_SHIFT_NECK 16
|
||||
#define GRAB_PIXEL_SHIFT_PASSIVE 6
|
||||
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
|
||||
#define GRAB_PIXEL_SHIFT_NECK 16
|
||||
|
||||
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
|
||||
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
|
||||
|
||||
/// Field of vision defines.
|
||||
// / Field of vision defines.
|
||||
#define FOV_90_DEGREES 90
|
||||
#define FOV_180_DEGREES 180
|
||||
#define FOV_270_DEGREES 270
|
||||
|
||||
/// How far away you can be to make eye contact with someone while examining
|
||||
// / How far away you can be to make eye contact with someone while examining
|
||||
#define EYE_CONTACT_RANGE 5
|
||||
|
||||
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
|
||||
// / If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
|
||||
#define EXAMINE_MORE_TIME 1 SECONDS
|
||||
|
||||
#define SILENCE_RANGED_MESSAGE (1<<0)
|
||||
#define SILENCE_RANGED_MESSAGE (1<<0)
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
|
||||
// Species ID Defines ---------------------------
|
||||
|
||||
#define SPECIES_ABDUCTOR "abductor"
|
||||
#define SPECIES_ANDROID "android"
|
||||
#define SPECIES_ANGEL "angel"
|
||||
#define SPECIES_MAMMAL "mammal"
|
||||
#define SPECIES_INSECT "insect"
|
||||
#define SPECIES_DULLAHAN "dullahan"
|
||||
#define SPECIES_DWARF "dwarf"
|
||||
#define SPECIES_ETHEREAL "ethereal"
|
||||
#define SPECIES_FELINID "felinid"
|
||||
#define SPECIES_FLY "fly"
|
||||
#define SPECIES_GOLEM "golem"
|
||||
#define SPECIES_HUMAN "human"
|
||||
#define SPECIES_IPC "ipc"
|
||||
#define SPECIES_JELLY "jelly"
|
||||
#define SPECIES_SLIME "slime"
|
||||
#define SPECIES_SLIME_HYBRID "slimeperson"
|
||||
#define SPECIES_SLIME_LUMI "slimelumi"
|
||||
#define SPECIES_STARGAZER "stargazer"
|
||||
#define SPECIES_LIZARD "lizard"
|
||||
#define SPECIES_ASHWALKER "ashlizard"
|
||||
#define SPECIES_MUSHROOM "mush"
|
||||
#define SPECIES_PLASMAMAN "plasmaman"
|
||||
#define SPECIES_POD "pod"
|
||||
#define SPECIES_POD_WEAK "podweak"
|
||||
#define SPECIES_SHADOW "shadow"
|
||||
#define SPECIES_NIGHTMARE "nightmare"
|
||||
#define SPECIES_SKELETON "skeleton"
|
||||
#define SPECIES_SKELETON_SPACE "spaceskeleton"
|
||||
#define SPECIES_SYNTH_LIZARD "synthliz"
|
||||
#define SPECIES_SYNTH "synth"
|
||||
#define SPECIES_SYNTH_MIL "military_synth"
|
||||
#define SPECIES_VAMPIRE "vampire"
|
||||
#define SPECIES_XENOHYBRID "xeno"
|
||||
|
||||
// Species Category Defines ---------------------
|
||||
|
||||
#define SPECIES_CATEGORY_ALIEN "alien"
|
||||
#define SPECIES_CATEGORY_BASIC "human"
|
||||
#define SPECIES_CATEGORY_FURRY "furry" // Weird Category, but okay.
|
||||
#define SPECIES_CATEGORY_GOLEM "golem"
|
||||
#define SPECIES_CATEGORY_INSECT "insect"
|
||||
#define SPECIES_CATEGORY_PLANT "plant"
|
||||
#define SPECIES_CATEGORY_ROBOT "robotic"
|
||||
#define SPECIES_CATEGORY_JELLY "jelly"
|
||||
#define SPECIES_CATEGORY_SHADOW "shadow"
|
||||
#define SPECIES_CATEGORY_SKELETON "skeleton"
|
||||
#define SPECIES_CATEGORY_UNDEAD "undead"
|
||||
Reference in New Issue
Block a user