5a08a3aad0
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
149 lines
5.1 KiB
Plaintext
149 lines
5.1 KiB
Plaintext
/*ALL DEFINES RELATED TO COMBAT GO HERE*/
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//Damage and status effect defines
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//Damage defines //TODO: merge these down to reduce on defines
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#define BRUTE "brute"
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#define BURN "fire"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define STAMINA "stamina"
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#define BRAIN "brain"
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//bitflag damage defines used for suicide_act
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#define BRUTELOSS 1
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#define FIRELOSS 2
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#define TOXLOSS 4
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#define OXYLOSS 8
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#define SHAME 16
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#define MANUAL_SUICIDE 32 //suicide_act will do the actual killing.
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#define STUN "stun"
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#define KNOCKDOWN "knockdown"
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#define UNCONSCIOUS "unconscious"
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#define IRRADIATE "irradiate"
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#define STUTTER "stutter"
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#define SLUR "slur"
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#define EYE_BLUR "eye_blur"
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#define DROWSY "drowsy"
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#define JITTER "jitter"
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//Bitflags defining which status effects could be or are inflicted on a mob
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#define CANSTUN 1
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#define CANKNOCKDOWN 2
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#define CANUNCONSCIOUS 4
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#define CANPUSH 8
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#define GODMODE 16
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//Health Defines
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#define HEALTH_THRESHOLD_CRIT 0
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#define HEALTH_THRESHOLD_FULLCRIT -30
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#define HEALTH_THRESHOLD_DEAD -100
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//Actual combat defines
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//click cooldowns, in tenths of a second, used for various combat actions
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#define CLICK_CD_MELEE 8
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#define CLICK_CD_RANGE 4
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#define CLICK_CD_RAPID 2
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#define CLICK_CD_CLICK_ABILITY 6
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#define CLICK_CD_BREAKOUT 100
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#define CLICK_CD_HANDCUFFED 10
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#define CLICK_CD_RESIST 20
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#define CLICK_CD_GRABBING 10
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//Cuff resist speeds
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#define FAST_CUFFBREAK 1
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#define INSTANT_CUFFBREAK 2
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//Grab levels
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#define GRAB_PASSIVE 0
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#define GRAB_AGGRESSIVE 1
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#define GRAB_NECK 2
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#define GRAB_KILL 3
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//slowdown when in softcrit
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#define SOFTCRIT_ADD_SLOWDOWN 6
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//Attack types for checking shields/hit reactions
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#define MELEE_ATTACK 1
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#define UNARMED_ATTACK 2
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#define PROJECTILE_ATTACK 3
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#define THROWN_PROJECTILE_ATTACK 4
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#define LEAP_ATTACK 5
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//attack visual effects
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#define ATTACK_EFFECT_PUNCH "punch"
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#define ATTACK_EFFECT_KICK "kick"
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#define ATTACK_EFFECT_SMASH "smash"
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#define ATTACK_EFFECT_CLAW "claw"
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#define ATTACK_EFFECT_DISARM "disarm"
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#define ATTACK_EFFECT_BITE "bite"
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#define ATTACK_EFFECT_MECHFIRE "mech_fire"
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#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
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#define ATTACK_EFFECT_BOOP "boop" //Honk
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//intent defines
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#define INTENT_HELP "help"
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#define INTENT_GRAB "grab"
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#define INTENT_DISARM "disarm"
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#define INTENT_HARM "harm"
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//NOTE: INTENT_HOTKEY_* defines are not actual intents!
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//they are here to support hotkeys
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#define INTENT_HOTKEY_LEFT "left"
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#define INTENT_HOTKEY_RIGHT "right"
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//the define for visible message range in combat
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#define COMBAT_MESSAGE_RANGE 3
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//Combat object defines
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//Embedded objects
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#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
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#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
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#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
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#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
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#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
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#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
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#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
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#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
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#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
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//Gun Stuff
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#define SAWN_INTACT 0
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#define SAWN_OFF 1
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//Gun weapon weight
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#define WEAPON_DUAL_WIELD 0
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#define WEAPON_LIGHT 1
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#define WEAPON_MEDIUM 2
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#define WEAPON_HEAVY 3
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//Gun trigger guards
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#define TRIGGER_GUARD_ALLOW_ALL -1
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#define TRIGGER_GUARD_NONE 0
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#define TRIGGER_GUARD_NORMAL 1
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//Object/Item sharpness
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#define IS_BLUNT 0
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#define IS_SHARP 1
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#define IS_SHARP_ACCURATE 2
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//His Grace.
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#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
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#define HIS_GRACE_PECKISH 20 //Slightly hungry.
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#define HIS_GRACE_HUNGRY 60 //Getting closer. Increases damage up to a minimum of 20.
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#define HIS_GRACE_FAMISHED 100 //Dangerous. Increases damage up to a minimum of 25 and cannot be dropped.
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#define HIS_GRACE_STARVING 120 //Incredibly close to breaking loose. Increases damage up to a minimum of 30.
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#define HIS_GRACE_CONSUME_OWNER 140 //His Grace consumes His owner at this point and becomes aggressive.
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#define HIS_GRACE_FALL_ASLEEP 160 //If it reaches this point, He falls asleep and resets.
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#define HIS_GRACE_FORCE_BONUS 4 //How much force is gained per kill.
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#define EXPLODE_NONE 0 //Don't even ask me why we need this.
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#define EXPLODE_DEVASTATE 1
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#define EXPLODE_HEAVY 2
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#define EXPLODE_LIGHT 3
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#define EMP_HEAVY 1
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#define EMP_LIGHT 2
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