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
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@@ -8,14 +8,12 @@
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GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
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GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
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GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
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GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
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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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@@ -30,28 +28,12 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define SCRIPTURE_DRIVER "Driver"
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#define SCRIPTURE_SCRIPT "Script"
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#define SCRIPTURE_APPLICATION "Application"
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#define SCRIPTURE_JUDGEMENT "Judgement"
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//Various costs related to power.
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#define MAX_CLOCKWORK_POWER 80000 //The max power in W that the cult can stockpile
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#define SCRIPT_UNLOCK_THRESHOLD 35000 //Scripts will unlock if the total power reaches this amount
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#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total powre reaches this amount
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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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#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total power reaches this amount
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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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@@ -83,10 +65,6 @@ 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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@@ -103,7 +81,7 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define CLOCKWORK_ARMOR_COOLDOWN 1800 //The cooldown period between summoning suits of clockwork armor
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#define RATVARIAN_SPEAR_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
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#define RATVARIAN_WEAPON_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
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#define MARAUDER_SCRIPTURE_SCALING_THRESHOLD 600 //The amount of deciseconds that must pass before marauder scripture will not gain a recital penalty
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@@ -111,7 +89,7 @@ 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 GUARDIAN_EMERGE_THRESHOLD 65 //guardian 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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