code/__DEFINES/memory_defines.dm

MEMORY_FILE | name of the file that has all the memory strings |
---|---|
ENGRAVING_SAVE_FILE | name of the file that has all the saved engravings |
PRISONER_TATTOO_SAVE_FILE | name of the file that has all the prisoner tattoos |
ENGRAVING_PERSISTENCE_VERSION | Current version of the engraving persistence json |
TATTOO_PERSISTENCE_VERSION | Current version of the tattoo persistence json |
MIN_PERSISTENT_ENGRAVINGS | how many engravings will be loaded max with persistence |
MEMORY_HAPPY_THRESHOLD | threshold for the memory being a happy one 8) |
MEMORY_SAD_THRESHOLD | threshold for the memory being a sad one :^( |
MOODLESS_MEMORY | moodlet set if the creature with the memory doesn't use mood (doesn't include mood line) |
ENGRAVING_BEAUTY_TO_ART_FACTOR | Factor of how beauty is divided to make the engraving art value |
STORY_VALUE_SHIT | How cool a story is! |
MEMORY_FLAG_NOLOCATION | this memory doesn't have a location, emit that |
MEMORY_FLAG_NOMOOD | this memory's protagonist for one reason or another doesn't have a mood, emit that |
MEMORY_FLAG_NOSTATIONNAME | this memory shouldn't include the station name (example: revolution memory) |
MEMORY_FLAG_NOPERSISTENCE | this memory is REALLY shit and should never be saved in persistence, basically apply this to all quirks. |
MEMORY_FLAG_ALREADY_USED | this memory has already been engraved, and cannot be selected for engraving again. |
MEMORY_CHECK_BLINDNESS | this memory requires the target not to be blind. |
MEMORY_CHECK_DEAFNESS | this memory requires the target not to be deaf. |
MEMORY_CHECK_BLIND_AND_DEAF | this memory requires the target not to be both deaf and blind. |
MEMORY_SKIP_UNCONSCIOUS | this memory can be memorized by unconscious people. |
MEMORY_SUCCESSFUL_SURGERY | A memory of completing a surgery. |
MEMORY_BOMB_PRIMED | A memory of priming a bomb |
MEMORY_HIGH_FIVE | A memory of pulling off either a high five or a high ten |
MEMORY_HELPED_UP | A memory of being elegantly helped up! |
MEMORY_BORGED | A memory of getting borged |
MEMORY_DEATH | A memory of dying! includes time of death |
MEMORY_CREAMPIED | A memory of being creampied! Mentions where |
MEMORY_SLIPPED | A memory of being slipped! Mentions on what |
MEMORY_SPAGHETTI_SPILL | A memory of letting my spaghetti spill, how embarrasing! |
MEMORY_KISS | A memory of getting a kiss blown. Provides the kisser and kissee. |
MEMORY_MEAL | A memory of a really good meal |
MEMORY_DRINK | A memory of a really good drink |
MEMORY_FIRE | A memory of being lit |
MEMORY_DISMEMBERED | A memory of limb loss |
MEMORY_PET_DEAD | A memory of seeing a pet die |
MEMORY_WON_REVOLUTION | A memory of leading a winning revolution |
MEMORY_RECEIVED_MEDAL | An award ceremony of a medal |
MEMORY_MEGAFAUNA_KILL | A megafauna kill! |
MEMORY_GUNPOINT | Being held at gunpoint |
MEMORY_GIBBED | Exploding into gibs |
MEMORY_VENDING_CRUSHED | Crushed by vending machine |
MEMORY_SUPERMATTER_DUSTED | Dusted by SM |
MEMORY_NUKECODE | Nuke ops nuke code memory |
MEMORY_PLAYING_52_PICKUP | A memory of having to play 52 card pickup |
MEMORY_PLAYING_CARDS | A memory of playing cards with others |
MEMORY_RUSSIAN_ROULETTE | A memory of playing russian roulette |
MEMORY_ACCOUNT | 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 |
MEMORY_QUIRK_DRUG | your memorized drug |
MEMORY_ALLERGY | your allergy |
STORY_ENGRAVING | wall engraving stories |
STORY_CHANGELING_ABSORB | changeling memory reading |
STORY_TATTOO | tattoos |
STORY_FLAG_DATED | include a date this event happened |
DETAIL_WHERE | 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 |
DETAIL_PROTAGONIST | The main subject of the memory. Should be whoever has the biggest impact on the story. (As it grabs the memory from this person) |
DETAIL_WHAT_BY | 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. |
DETAIL_DEUTERAGONIST | Used whenever a memory has a secondary character. Used bespokely by actions. |
DETAIL_PROTAGONIST_MOOD | Automatically obtained details |
Define Details
DETAIL_DEUTERAGONIST
Used whenever a memory has a secondary character. Used bespokely by actions.
DETAIL_PROTAGONIST
The main subject of the memory. Should be whoever has the biggest impact on the story. (As it grabs the memory from this person)
DETAIL_PROTAGONIST_MOOD
Automatically obtained details
DETAIL_WHAT_BY
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.
DETAIL_WHERE
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
ENGRAVING_BEAUTY_TO_ART_FACTOR
Factor of how beauty is divided to make the engraving art value
ENGRAVING_PERSISTENCE_VERSION
Current version of the engraving persistence json
ENGRAVING_SAVE_FILE
name of the file that has all the saved engravings
MEMORY_ACCOUNT
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 code
MEMORY_ALLERGY
your allergy
MEMORY_BOMB_PRIMED
A memory of priming a bomb
MEMORY_BORGED
A memory of getting borged
MEMORY_CHECK_BLINDNESS
this memory requires the target not to be blind.
MEMORY_CHECK_BLIND_AND_DEAF
this memory requires the target not to be both deaf and blind.
MEMORY_CHECK_DEAFNESS
this memory requires the target not to be deaf.
MEMORY_CREAMPIED
A memory of being creampied! Mentions where
MEMORY_DEATH
A memory of dying! includes time of death
MEMORY_DISMEMBERED
A memory of limb loss
MEMORY_DRINK
A memory of a really good drink
MEMORY_FILE
name of the file that has all the memory strings
MEMORY_FIRE
A memory of being lit
MEMORY_FLAG_ALREADY_USED
this memory has already been engraved, and cannot be selected for engraving again.
MEMORY_FLAG_NOLOCATION
this memory doesn't have a location, emit that
MEMORY_FLAG_NOMOOD
this memory's protagonist for one reason or another doesn't have a mood, emit that
MEMORY_FLAG_NOPERSISTENCE
this memory is REALLY shit and should never be saved in persistence, basically apply this to all quirks.
MEMORY_FLAG_NOSTATIONNAME
this memory shouldn't include the station name (example: revolution memory)
MEMORY_GIBBED
Exploding into gibs
MEMORY_GUNPOINT
Being held at gunpoint
MEMORY_HAPPY_THRESHOLD
threshold for the memory being a happy one 8)
MEMORY_HELPED_UP
A memory of being elegantly helped up!
MEMORY_HIGH_FIVE
A memory of pulling off either a high five or a high ten
MEMORY_KISS
A memory of getting a kiss blown. Provides the kisser and kissee.
MEMORY_MEAL
A memory of a really good meal
MEMORY_MEGAFAUNA_KILL
A megafauna kill!
MEMORY_NUKECODE
Nuke ops nuke code memory
MEMORY_PET_DEAD
A memory of seeing a pet die
MEMORY_PLAYING_52_PICKUP
A memory of having to play 52 card pickup
MEMORY_PLAYING_CARDS
A memory of playing cards with others
MEMORY_QUIRK_DRUG
your memorized drug
MEMORY_RECEIVED_MEDAL
An award ceremony of a medal
MEMORY_RUSSIAN_ROULETTE
A memory of playing russian roulette
MEMORY_SAD_THRESHOLD
threshold for the memory being a sad one :^(
MEMORY_SKIP_UNCONSCIOUS
this memory can be memorized by unconscious people.
MEMORY_SLIPPED
A memory of being slipped! Mentions on what
MEMORY_SPAGHETTI_SPILL
A memory of letting my spaghetti spill, how embarrasing!
MEMORY_SUCCESSFUL_SURGERY
A memory of completing a surgery.
MEMORY_SUPERMATTER_DUSTED
Dusted by SM
MEMORY_VENDING_CRUSHED
Crushed by vending machine
MEMORY_WON_REVOLUTION
A memory of leading a winning revolution
MIN_PERSISTENT_ENGRAVINGS
how many engravings will be loaded max with persistence
MOODLESS_MEMORY
moodlet set if the creature with the memory doesn't use mood (doesn't include mood line)
PRISONER_TATTOO_SAVE_FILE
name of the file that has all the prisoner tattoos
STORY_CHANGELING_ABSORB
changeling memory reading
STORY_ENGRAVING
wall engraving stories
STORY_FLAG_DATED
include a date this event happened
STORY_TATTOO
tattoos
STORY_VALUE_SHIT
How cool a story is!
TATTOO_PERSISTENCE_VERSION
Current version of the tattoo persistence json