//component id defines #define BELLIGERENT_EYE "belligerent_eye" #define VANGUARD_COGWHEEL "vanguard_cogwheel" #define GEIS_CAPACITOR "geis_capacitor" #define REPLICANT_ALLOY "replicant_alloy" #define HIEROPHANT_ANSIBLE "hierophant_ansible" GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult GLOBAL_VAR_INIT(clockwork_caches, 0) //How many clockwork caches exist in the world (not each individual) 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(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_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 GLOBAL_VAR_INIT(clockwork_gateway_activated, FALSE) //if a gateway to the celestial derelict has ever been successfully activated GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE) //If script scripture is available, through converting at least one crewmember GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If script scripture is available GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture //Scripture tiers and requirements; peripherals should never be used #define SCRIPTURE_PERIPHERAL "Peripheral" #define SCRIPTURE_DRIVER "Driver" #define SCRIPTURE_SCRIPT "Script" #define SCRIPTURE_APPLICATION "Application" //Various costs related to power. #define SCRIPT_UNLOCK_THRESHOLD 50000 //Scripts will unlock if the total power reaches this amount #define APPLICATION_UNLOCK_THRESHOLD 100000 //Applications will unlock if the total powre reaches this amount #define ABSCOND_ABDUCTION_COST 95 //clockcult power defines #define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully #define CLOCKCULT_POWER_UNIT (MIN_CLOCKCULT_POWER*100) //standard power amount for replica fabricator costs #define POWER_STANDARD (CLOCKCULT_POWER_UNIT*0.2) //how much power is in anything else; doesn't matter as much as the following #define POWER_FLOOR (CLOCKCULT_POWER_UNIT*0.1) //how much power is in a clockwork floor, determines the cost of clockwork floor production #define POWER_WALL_MINUS_FLOOR (CLOCKCULT_POWER_UNIT*0.4) //how much power is in a clockwork wall, determines the cost of clockwork wall production #define POWER_GEAR (CLOCKCULT_POWER_UNIT*0.3) //how much power is in a wall gear, minus the brass from the wall #define POWER_WALL_TOTAL (POWER_WALL_MINUS_FLOOR+POWER_FLOOR) //how much power is in a clockwork wall and the floor under it #define POWER_ROD (CLOCKCULT_POWER_UNIT*0.01) //how much power is in one rod #define POWER_METAL (CLOCKCULT_POWER_UNIT*0.02) //how much power is in one sheet of metal #define POWER_PLASTEEL (CLOCKCULT_POWER_UNIT*0.05) //how much power is in one sheet of plasteel //Ark defines #define GATEWAY_SUMMON_RATE 1 //the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 1 per tick #define GATEWAY_REEBE_FOUND 240 //when progress is at or above this, the gateway finds reebe and begins drawing power #define GATEWAY_RATVAR_COMING 480 //when progress is at or above this, ratvar has entered and is coming through the gateway #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 //Objective text define #define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar." //misc clockcult stuff #define SIGIL_ACCESS_RANGE 2 //range at which transmission sigils can access power #define FABRICATOR_REPAIR_PER_TICK 4 //how much a fabricator repairs each tick, and also how many deciseconds each tick is #define OCULAR_WARDEN_EXCLUSION_RANGE 3 //the range at which ocular wardens cannot be placed near other ocular wardens #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 MARAUDER_SCRIPTURE_SCALING_THRESHOLD 200 //The amount of deciseconds that must pass before marauder scripture will not gain a recital penalty #define MARAUDER_SCRIPTURE_SCALING_TIME 50 //The amount of extra deciseconds tacked on to the marauder scripture recital time per recent marauder #define MARAUDER_SCRIPTURE_SCALING_MAX 300 //The maximum extra time applied to the marauder scripture