//Defines copying names of mutations in all cases, make sure to change this if you change mutation's name #define HULK "Hulk" #define XRAY "X Ray Vision" #define COLDRES "Cold Resistance" #define TK "Telekinesis" #define NERVOUS "Nervousness" #define EPILEPSY "Epilepsy" #define MUTATE "Unstable DNA" #define COUGH "Cough" #define DWARFISM "Dwarfism" #define CLOWNMUT "Clumsiness" #define TOURETTES "Tourettes Syndrome" #define DEAFMUT "Deafness" #define BLINDMUT "Blindness" #define RACEMUT "Monkified" #define BADSIGHT "Near Sightness" #define LASEREYES "Laser Eyes" #define CHAMELEON "Chameleon" #define WACKY "Wacky" #define MUT_MUTE "Mute" #define SMILE "Smile" #define UNINTELLIGABLE "Unintelligable" #define SWEDISH "Swedish" #define CHAV "Chav" #define ELVIS "Elvis" #define UI_CHANGED "ui changed" #define UE_CHANGED "ue changed" #define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204 // String identifiers for associative list lookup //Types of usual mutations #define POSITIVE 1 #define NEGATIVE 2 #define MINOR_NEGATIVE 3 //Mutations that cant be taken from genetics and are not in SE #define NON_SCANNABLE -1 // Extra powers: #define LASER 9 // harm intent - click anywhere to shoot lasers from eyes #define HEAL 10 // healing people with hands #define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%) #define SCREAM 12 // supersonic screaming (25%) #define EXPLOSIVE 13 // exploding on-demand (15%) #define REGENERATION 14 // superhuman regeneration (30%) #define REPROCESSOR 15 // eat anything (50%) #define SHAPESHIFTING 16 // take on the appearance of anything (40%) #define PHASING 17 // ability to phase through walls (40%) #define SHIELD 18 // shielding from all projectile attacks (30%) #define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%) #define ELECTRICITY 20 // ability to shoot electric attacks (15%) //DNA - Because fuck you and your magic numbers being all over the codebase. #define DNA_BLOCK_SIZE 3 #define DNA_UNI_IDENTITY_BLOCKS 7 #define DNA_HAIR_COLOR_BLOCK 1 #define DNA_FACIAL_HAIR_COLOR_BLOCK 2 #define DNA_SKIN_TONE_BLOCK 3 #define DNA_EYE_COLOR_BLOCK 4 #define DNA_GENDER_BLOCK 5 #define DNA_FACIAL_HAIR_STYLE_BLOCK 6 #define DNA_HAIR_STYLE_BLOCK 7 #define DNA_STRUC_ENZYMES_BLOCKS 19 #define DNA_UNIQUE_ENZYMES_LEN 32 //Transformation proc stuff #define TR_KEEPITEMS 1 #define TR_KEEPVIRUS 2 #define TR_KEEPDAMAGE 4 #define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize) #define TR_KEEPIMPLANTS 16 #define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey #define TR_DEFAULTMSG 64 #define TR_KEEPSRC 128 #define TR_KEEPORGANS 256 //Organ stuff, It's here because "Genetics" is the most relevant file for organs #define ORGAN_ORGANIC 1 #define ORGAN_ROBOTIC 2 //Nutrition levels for humans. No idea where else to put it #define NUTRITION_LEVEL_FAT 600 #define NUTRITION_LEVEL_FULL 550 #define NUTRITION_LEVEL_WELL_FED 450 #define NUTRITION_LEVEL_FED 350 #define NUTRITION_LEVEL_HUNGRY 250 #define NUTRITION_LEVEL_STARVING 150