0bca862419
* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
103 lines
5.7 KiB
Plaintext
103 lines
5.7 KiB
Plaintext
//component id defines
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#define BELLIGERENT_EYE "belligerent_eye"
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#define VANGUARD_COGWHEEL "vanguard_cogwheel"
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#define GEIS_CAPACITOR "geis_capacitor"
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#define REPLICANT_ALLOY "replicant_alloy"
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#define HIEROPHANT_ANSIBLE "hierophant_ansible"
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var/global/clockwork_construction_value = 0 //The total value of all structures built by the clockwork cult
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var/global/clockwork_caches = 0 //How many clockwork caches exist in the world (not each individual)
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var/global/clockwork_daemons = 0 //How many daemons exist in the world
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var/global/list/clockwork_generals_invoked = list("nezbere" = FALSE, "sevtug" = FALSE, "nzcrentr" = FALSE, "inath-neq" = FALSE) //How many generals have been recently invoked
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var/global/list/all_clockwork_objects = list() //All clockwork items, structures, and effects in existence
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var/global/list/all_clockwork_mobs = list() //All clockwork SERVANTS (not creatures) in existence
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var/global/list/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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var/global/ratvar_awakens = 0 //If Ratvar has been summoned; not a boolean, for proper handling of multiple Ratvars
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var/global/nezbere_invoked = 0 //If Nezbere has been invoked; not a boolean, for proper handling of multiple Nezberes
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var/global/clockwork_gateway_activated = FALSE //if a gateway to the celestial derelict has ever been successfully activated
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var/global/list/all_scripture = list() //a list containing scripture instances; not used to track existing scripture
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//Scripture tiers and requirements; peripherals should never be used
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#define SCRIPTURE_PERIPHERAL "Peripheral"
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#define SCRIPTURE_DRIVER "Driver"
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#define SCRIPTURE_SCRIPT "Script"
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#define SCRIPT_SERVANT_REQ 5
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#define SCRIPT_CACHE_REQ 1
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#define SCRIPTURE_APPLICATION "Application"
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#define APPLICATION_SERVANT_REQ 8
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#define APPLICATION_CACHE_REQ 3
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#define APPLICATION_CV_REQ 100
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#define SCRIPTURE_REVENANT "Revenant"
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#define REVENANT_SERVANT_REQ 10
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#define REVENANT_CACHE_REQ 4
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#define REVENANT_CV_REQ 200
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#define SCRIPTURE_JUDGEMENT "Judgement"
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#define JUDGEMENT_SERVANT_REQ 12
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#define JUDGEMENT_CACHE_REQ 5
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#define JUDGEMENT_CV_REQ 300
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//general component/cooldown things
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#define SLAB_PRODUCTION_TIME 900 //how long(deciseconds) slabs require to produce a single component; defaults to 1 minute 30 seconds
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#define SLAB_SERVANT_SLOWDOWN 300 //how much each servant above 5 slows down slab-based generation; defaults to 30 seconds per sevant
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#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
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#define CACHE_PRODUCTION_TIME 900 //how long(deciseconds) caches require to produce a component; defaults to 1 minute 30 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 GLOBAL_CLOCKWORK_GENERAL_COOLDOWN 3000 //how long globally-affecting clockwork generals go on cooldown after use, defaults to 5 minutes
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#define CLOCKWORK_GENERAL_COOLDOWN 2000 //how long clockwork generals go on cooldown after use, defaults to 3 minutes 20 seconds
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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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#define CLOCKCULT_POWER_UNIT (MIN_CLOCKCULT_POWER*100) //standard power amount for clockwork proselytizer costs
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#define POWER_STANDARD (CLOCKCULT_POWER_UNIT*0.2) //how much power is in anything else; doesn't matter as much as the following
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#define POWER_FLOOR (CLOCKCULT_POWER_UNIT*0.1) //how much power is in a clockwork floor, determines the cost of clockwork floor production
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#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
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#define POWER_GEAR (CLOCKCULT_POWER_UNIT*0.3) //how much power is in a wall gear, minus the brass from the wall
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#define POWER_WALL_TOTAL (POWER_WALL_MINUS_FLOOR+POWER_FLOOR) //how much power is in a clockwork wall and the floor under it
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#define POWER_ROD (CLOCKCULT_POWER_UNIT*0.01) //how much power is in one rod
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#define POWER_METAL (CLOCKCULT_POWER_UNIT*0.02) //how much power is in one sheet of metal
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#define POWER_PLASTEEL (CLOCKCULT_POWER_UNIT*0.05) //how much power is in one sheet of plasteel
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#define RATVAR_POWER_CHECK "ratvar?" //when passed into can_use_power(), converts it into a check for if ratvar has woken/the proselytizer is debug
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//Ark defines
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#define GATEWAY_SUMMON_RATE 1 //the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 1 per tick
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#define GATEWAY_REEBE_FOUND 119 //when progress is at or above this, the gateway finds reebe and begins drawing power
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#define GATEWAY_RATVAR_COMING 239 //when progress is at or above this, ratvar has entered and is coming through the gateway
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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//Objective defines
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#define CLOCKCULT_GATEWAY "summon ratvar"
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#define CLOCKCULT_ESCAPE "proselytize the station"
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//misc clockcult stuff
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#define MARAUDER_EMERGE_THRESHOLD 65 //marauders cannot emerge unless host is at this% or less health
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#define SIGIL_ACCESS_RANGE 2 //range at which transmission sigils can access power
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#define PROSELYTIZER_REPAIR_PER_TICK 4 //how much a proselytizer repairs each tick, and also how many deciseconds each tick is
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#define OCULAR_WARDEN_EXCLUSION_RANGE 3 //the range at which ocular wardens cannot be placed near other ocular wardens
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#define RATVARIAN_SPEAR_DURATION 1800 //how long ratvarian spears last; defaults to 3 minutes
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