/* These defines are the balancing points of various parts of the radiation system. Changes here can have widespread effects: make sure you test well. Ask ninjanomnom if they're around */ #define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading // WARNING: Lowering this value significantly increases SSradiation load #define RAD_AMOUNT_LOW 50 #define RAD_AMOUNT_MEDIUM 200 #define RAD_AMOUNT_HIGH 500 #define RAD_AMOUNT_EXTREME 1000 // apply_effect(amount * RAD_MOB_COEFFICIENT, IRRADIATE, blocked) #define RAD_MOB_COEFFICIENT 0.25 // Radiation applied is multiplied by this #define RAD_LOSS_PER_TICK 1 #define RAD_TOX_COEFFICIENT 0.05 // Toxin damage per tick coefficient #define RAD_MOB_SAFE 300 // How much stored radiation in a mob with no ill effects #define RAD_MOB_KNOCKDOWN 1500 // How much stored radiation to start stunning // If (mutate*2