Initial changes to get this to github for public reviewing

-Removes the Reebe z level and puts it on the cc z level
-Replaces the Neovgre mech stepsound
-Moves spacial gateway into drivers so the cult isn't stuck stationside
-Adds the Belligerant scripture, which applies the Belligerant status effect to non-clankers in range
-Various other changes currently commented out for later work on them.
-removes the abductor teleport cameras from Reebe
-adds a Brass multitool, essentially just an advanced multitool with a special sprite.
-makes clockcult armor have 0 laser defense normally and 10 defense when the ark is almost done summoning Ratvar instead of -25 --> -15
-Makes spear recalling worded to support the addition of new weapons to summon
-Adds new structures for power generation and shuttle delaying
-Other changes I've probably forgotton, but are too lazy to scrounge through the code at 12:43 AM
This commit is contained in:
Keate Senior
2020-07-12 00:43:54 -04:00
parent 7422e86c1b
commit 80b4c03c82
21 changed files with 2579 additions and 150840 deletions
+5 -27
View File
@@ -8,14 +8,12 @@
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
GLOBAL_VAR_INIT(neovgre_exists, 0) //Does neovgre exist?
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
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
GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
GLOBAL_VAR_INIT(ratvar_approaches, 0) //The servants can choose to "herald" Ratvar, permanently buffing them but announcing their presence to the crew.
GLOBAL_VAR_INIT(ratvar_awakens, 0) //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
GLOBAL_VAR_INIT(ark_of_the_clockwork_justiciar, FALSE) //The Ark on the Reebe z-level
@@ -30,28 +28,12 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define SCRIPTURE_DRIVER "Driver"
#define SCRIPTURE_SCRIPT "Script"
#define SCRIPTURE_APPLICATION "Application"
#define SCRIPTURE_JUDGEMENT "Judgement"
//Various costs related to power.
#define MAX_CLOCKWORK_POWER 80000 //The max power in W that the cult can stockpile
#define SCRIPT_UNLOCK_THRESHOLD 35000 //Scripts will unlock if the total power reaches this amount
#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total powre reaches this amount
#define ABSCOND_ABDUCTION_COST 95
//general component/cooldown things
#define SLAB_PRODUCTION_TIME 450 //how long(deciseconds) slabs require to produce a single component; defaults to 45 seconds
#define SLAB_SERVANT_SLOWDOWN 150 //how much each servant above 5 slows down slab-based generation; defaults to 15 seconds per sevant
#define SLAB_SLOWDOWN_MAXIMUM 1350 //maximum slowdown from additional servants; defaults to 2 minutes 15 seconds
#define CACHE_PRODUCTION_TIME 300 //how long(deciseconds) caches require to produce a component; defaults to 30 seconds
#define ACTIVE_CACHE_SLOWDOWN 50 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 5 seconds
#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
#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
#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total power reaches this amount
//clockcult power defines
#define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully
@@ -83,10 +65,6 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
#define ARK_CONSUME_COST 15 //how many of each component an Ark needs to consume to activate
//Objective text define
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
@@ -103,7 +81,7 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define CLOCKWORK_ARMOR_COOLDOWN 1800 //The cooldown period between summoning suits of clockwork armor
#define RATVARIAN_SPEAR_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
#define RATVARIAN_WEAPON_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
#define MARAUDER_SCRIPTURE_SCALING_THRESHOLD 600 //The amount of deciseconds that must pass before marauder scripture will not gain a recital penalty
@@ -111,7 +89,7 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define MARAUDER_SCRIPTURE_SCALING_MAX 300 //The maximum extra time applied to the marauder scripture
#define GUARDIAN_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health
#define GUARDIAN_EMERGE_THRESHOLD 65 //guardian cannot emerge unless host is at this% or less health
#define ARK_SCREAM_COOLDOWN 600 //This much time has to pass between instances of the Ark taking damage before it will "scream" again