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Removes Memories, returns Notes in their place. (#1101)
* removes memories, adds notes * fixes and tweaks
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///name of the file that has all the memory strings | ||
#define MEMORY_FILE "memories.json" | ||
#define NOTES_CUSTOM "Custom" | ||
#define NOTES_BANK_ACCOUNT "Bank" | ||
#define NOTES_ANTAG "Antag" | ||
#define NOTES_TRAITS "Traits" | ||
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///name of the file that has all the saved engravings | ||
#define ENGRAVING_SAVE_FILE "data/engravings/[SSmapping.config.map_name]_engravings.json" | ||
///name of the file that has all the prisoner tattoos | ||
#define PRISONER_TATTOO_SAVE_FILE "data/engravings/prisoner_tattoos.json" | ||
///Current version of the engraving persistence json | ||
#define ENGRAVING_PERSISTENCE_VERSION 0 | ||
///Current version of the tattoo persistence json | ||
#define TATTOO_PERSISTENCE_VERSION 0 | ||
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#define ENGRAVING_PERSISTENCE_VERSION 1 | ||
///how many engravings will be loaded max with persistence | ||
#define MIN_PERSISTENT_ENGRAVINGS 15 | ||
#define MAX_PERSISTENT_ENGRAVINGS 25 | ||
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///threshold for the memory being a happy one 8) | ||
#define MEMORY_HAPPY_THRESHOLD 7 | ||
///threshold for the memory being a sad one :^( | ||
#define MEMORY_SAD_THRESHOLD 7 | ||
///moodlet set if the creature with the memory doesn't use mood (doesn't include mood line) | ||
#define MOODLESS_MEMORY "nope" | ||
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///Factor of how beauty is divided to make the engraving art value | ||
#define ENGRAVING_BEAUTY_TO_ART_FACTOR 10 | ||
//Factor on how much beauty is removed from before adding the element on old engravings | ||
#define ENGRAVING_PERSISTENCE_BEAUTY_LOSS_FACTOR 5 | ||
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///How cool a story is! | ||
#define STORY_VALUE_SHIT 0 // poo icon | ||
#define STORY_VALUE_NONE 1 // |: face | ||
#define STORY_VALUE_MEH 2 // bronze star | ||
#define STORY_VALUE_OKAY 3 // silver star | ||
#define STORY_VALUE_AMAZING 4 //gold star | ||
#define STORY_VALUE_LEGENDARY 5 //platinum star | ||
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//Flags for memories | ||
///this memory doesn't have a location, emit that | ||
#define MEMORY_FLAG_NOLOCATION (1<<0) | ||
///this memory shouldn't include the station name (example: revolution memory) | ||
#define MEMORY_FLAG_NOSTATIONNAME (1<<1) | ||
///this memory is REALLY shit and should never be saved in persistence, basically apply this to all quirks. | ||
#define MEMORY_FLAG_NOPERSISTENCE (1<<2) | ||
///this memory has already been engraved, and cannot be selected for engraving again. | ||
#define MEMORY_FLAG_ALREADY_USED (1<<3) | ||
///this memory requires the target not to be blind. | ||
#define MEMORY_CHECK_BLINDNESS (1<<4) | ||
///this memory requires the target not to be deaf. | ||
#define MEMORY_CHECK_DEAFNESS (1<<5) | ||
///this memory requires the target not to be both deaf and blind. | ||
#define MEMORY_CHECK_BLIND_AND_DEAF (MEMORY_CHECK_BLINDNESS|MEMORY_CHECK_DEAFNESS) | ||
///this memory can be memorized by unconscious people. | ||
#define MEMORY_SKIP_UNCONSCIOUS (1<<6) | ||
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// These defines are for what notable event happened. they correspond to the json lists related to the memory | ||
/// A memory of completing a surgery. | ||
#define MEMORY_SUCCESSFUL_SURGERY "surgery" | ||
/// A memory of priming a bomb | ||
#define MEMORY_BOMB_PRIMED "bomb" | ||
/// A memory of pulling off either a high five or a high ten | ||
#define MEMORY_HIGH_FIVE "highfive" | ||
/// A memory of getting borged | ||
#define MEMORY_BORGED "borged" | ||
/// A memory of dying! includes time of death | ||
#define MEMORY_DEATH "death" | ||
/// A memory of being creampied! Mentions where | ||
#define MEMORY_CREAMPIED "creampied" | ||
/// A memory of being slipped! Mentions on what | ||
#define MEMORY_SLIPPED "slipped" | ||
/// A memory of letting my spaghetti spill, how embarrasing! | ||
#define MEMORY_SPAGHETTI_SPILL "spaghetti_spilled" | ||
/// A memory of getting a kiss blown. Provides the kisser and kissee. | ||
#define MEMORY_KISS "kiss" | ||
/// A memory of a really good meal | ||
#define MEMORY_MEAL "meal" | ||
/// A memory of a really good drink | ||
#define MEMORY_DRINK "drink" | ||
/// A memory of being lit | ||
#define MEMORY_FIRE "fire" | ||
/// A memory of limb loss | ||
#define MEMORY_DISMEMBERED "dismembered" | ||
/// A memory of seeing a pet die | ||
#define MEMORY_PET_DEAD "pet_dead" | ||
/// A memory of leading a winning revolution | ||
#define MEMORY_WON_REVOLUTION "won_revolution" | ||
/// An award ceremony of a medal | ||
#define MEMORY_RECEIVED_MEDAL "received_medal" | ||
/// A megafauna kill! | ||
#define MEMORY_MEGAFAUNA_KILL "megafauna_kill" | ||
/// Being held at gunpoint | ||
#define MEMORY_GUNPOINT "held_at_gunpoint" | ||
/// Exploding into gibs | ||
#define MEMORY_GIBBED "gibbed" | ||
/// Crushed by vending machine | ||
#define MEMORY_VENDING_CRUSHED "vending_crushed" | ||
/// Dusted by SM | ||
#define MEMORY_SUPERMATTER_DUSTED "supermatter_dusted" | ||
/// Nuke ops nuke code memory | ||
#define MEMORY_NUKECODE "nuke_code" | ||
/// A memory of having to play 52 card pickup | ||
#define MEMORY_PLAYING_52_PICKUP "playing_52_pickup" | ||
/// A memory of playing cards with others | ||
#define MEMORY_PLAYING_CARDS "playing_cards" | ||
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/** | ||
* These are also memories, but they're examples of what I kinda don't want to be memories. They're stuff that I had to port | ||
* over to this system from the old old and they don't make for good examples | ||
* | ||
* ideally these eventually get moved off this system... though engraving your bank account is so HILARIOUSLY dumb so maybe leave that one | ||
*/ | ||
///your memorized bank account | ||
#define MEMORY_ACCOUNT "account" | ||
///your memorized drug | ||
#define MEMORY_QUIRK_DRUG "quirk_drug" | ||
///your allergy | ||
#define MEMORY_ALLERGY "allergy" | ||
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//These defines are for what the story is for, they should be defined as what part of the json file they interact with | ||
///wall engraving stories | ||
#define STORY_ENGRAVING "engraving" | ||
///changeling memory reading | ||
#define STORY_CHANGELING_ABSORB "changeling_absorb" | ||
///tattoos | ||
#define STORY_TATTOO "tattoo" | ||
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//These defines are story flags for including special bits on the generated story. | ||
///include a date this event happened | ||
#define STORY_FLAG_DATED (1<<0) | ||
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///Generic memory info keys. Use these whenever one of these is the case in a story, because we add extra story piece if these exist. | ||
///The location of the memory, add these to have a chance of it being added to the story | ||
#define DETAIL_WHERE "WHERE" | ||
///The main subject of the memory. Should be whoever has the biggest impact on the story. (As it grabs the memory from this person) | ||
#define DETAIL_PROTAGONIST "PROTAGONIST" | ||
///Usually used bespokely by specific memory types and not added generically, but its generaly the object used to cause the memory. E.g. a peel to slip, the food that was eaten. | ||
#define DETAIL_WHAT_BY "WHAT_BY" | ||
///Used whenever a memory has a secondary character. Used bespokely by actions. | ||
#define DETAIL_DEUTERAGONIST "DEUTERAGONIST" | ||
///Automatically obtained details | ||
#define DETAIL_PROTAGONIST_MOOD "VICTIM_MOOD" | ||
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//Specific memory info keys. they are used to replace json strings with memory specific data! | ||
#define DETAIL_SURGERY_TYPE "SURGERY_TYPE" | ||
#define DETAIL_TIME_OF_DEATH "TIME_OF_DEATH" | ||
#define DETAIL_ALLERGY_TYPE "ALLERGY_TYPE" | ||
#define DETAIL_FAV_BRAND "FAV_BRAND" | ||
#define DETAIL_HIGHFIVE_TYPE "HIGHFIVE_TYPE" | ||
#define DETAIL_BOMB_TYPE "BOMB_TYPE" | ||
#define DETAIL_ACCOUNT_ID "ACCOUNT_ID" | ||
#define DETAIL_ACCOUNT_PIN "ACCOUNT_PIN" | ||
#define DETAIL_KISSER "KISSER" | ||
#define DETAIL_FOOD "FOOD" | ||
#define DETAIL_DRINK "DRINK" | ||
#define DETAIL_LOST_LIMB "LOST_LIMB" | ||
#define DETAIL_STATION_NAME "STATION_NAME" | ||
#define DETAIL_MEDAL_TYPE "MEDAL_TYPE" | ||
#define DETAIL_MEDAL_REASON "MEDAL_REASON" | ||
#define DETAIL_NUKE_CODE "NUKE_CODE" | ||
// for cardgames | ||
#define DETAIL_PLAYERS "PLAYERS" | ||
#define DETAIL_CARDGAME "CARDGAME" | ||
#define DETAIL_DEALER "DEALER" | ||
#define DETAIL_HELD_CARD_ITEM "HELD_CARD_ITEM" // could either be a singlecard, cardhand, or a deck | ||
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