fucking forgot the defines
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@@ -13,6 +13,9 @@ GLOBAL_VAR_INIT(neovgre_exists, 0) //Does neovgre exist?
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GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
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GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
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GLOBAL_LIST_INIT(clockwork_component_cache, list(BELLIGERENT_EYE = 0, VANGUARD_COGWHEEL = 0, GEIS_CAPACITOR = 0, REPLICANT_ALLOY = 0, HIEROPHANT_ANSIBLE = 0)) //The pool of components that caches draw from
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GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
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GLOBAL_VAR_INIT(ratvar_approaches, 0) //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_awakens, 0) //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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GLOBAL_VAR_INIT(ark_of_the_clockwork_justiciar, FALSE) //The Ark on the Reebe z-level
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@@ -35,6 +38,21 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define ABSCOND_ABDUCTION_COST 95
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//general component/cooldown things
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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 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 1350 //maximum slowdown from additional servants; defaults to 2 minutes 15 seconds
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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 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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#define MAX_COMPONENTS_BEFORE_RAND (10*LOWER_PROB_PER_COMPONENT) //the number of each component, times LOWER_PROB_PER_COMPONENT, you need to have before component generation will become random
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//clockcult power defines
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#define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully
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@@ -65,6 +83,10 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
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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 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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@@ -89,4 +111,8 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define MARAUDER_SCRIPTURE_SCALING_MAX 300 //The maximum extra time applied to the marauder scripture
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#define GUARDIAN_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health
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#define ARK_SCREAM_COOLDOWN 600 //This much time has to pass between instances of the Ark taking damage before it will "scream" again
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#define PRISM_DELAY_DURATION 1200 //how long prolonging prisms delay the shuttle for; defaults to 2 minutes
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