/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/memory_defines.dm

MEMORY_FILEname of the file that has all the memory strings
ENGRAVING_SAVE_FILEname of the file that has all the saved engravings
PRISONER_TATTOO_SAVE_FILEname of the file that has all the prisoner tattoos
ENGRAVING_PERSISTENCE_VERSIONCurrent version of the engraving persistence json
TATTOO_PERSISTENCE_VERSIONCurrent version of the tattoo persistence json
MIN_PERSISTENT_ENGRAVINGShow many engravings will be loaded max with persistence
MEMORY_HAPPY_THRESHOLDthreshold for the memory being a happy one 8)
MEMORY_SAD_THRESHOLDthreshold for the memory being a sad one :^(
MOODLESS_MEMORYmoodlet set if the creature with the memory doesn't use mood (doesn't include mood line)
ENGRAVING_BEAUTY_TO_ART_FACTORFactor of how beauty is divided to make the engraving art value
STORY_VALUE_SHITHow cool a story is!
MEMORY_FLAG_NOLOCATIONthis memory doesn't have a location, emit that
MEMORY_FLAG_NOMOODthis memory's protagonist for one reason or another doesn't have a mood, emit that
MEMORY_FLAG_NOSTATIONNAMEthis memory shouldn't include the station name (example: revolution memory)
MEMORY_FLAG_NOPERSISTENCEthis memory is REALLY shit and should never be saved in persistence, basically apply this to all quirks.
MEMORY_FLAG_ALREADY_USEDthis memory has already been engraved, and cannot be selected for engraving again.
MEMORY_CHECK_BLINDNESSthis memory requires the target not to be blind.
MEMORY_CHECK_DEAFNESSthis memory requires the target not to be deaf.
MEMORY_CHECK_BLIND_AND_DEAFthis memory requires the target not to be both deaf and blind.
MEMORY_SKIP_UNCONSCIOUSthis memory can be memorized by unconscious people.
MEMORY_SUCCESSFUL_SURGERYa memory of completing a surgery.
MEMORY_BOMB_PRIMEDa memory of priming a bomb
MEMORY_HIGH_FIVEa memory of pulling off either a high five or a high ten
MEMORY_BORGEDa memory of getting borged
MEMORY_DEATHa memory of dying! includes time of death
MEMORY_CREAMPIEDa memory of being creampied! Mentions where
MEMORY_SLIPPEDa memory of being slipped! Mentions on what
MEMORY_SPAGHETTI_SPILLA memory of letting my spaghetti spill, how embarrasing!
MEMORY_KISSA memory of getting a kiss blown. Provides the kisser and kissee.
MEMORY_MEALA memory of a really good meal
MEMORY_DRINKA memory of a really good drink
MEMORY_FIREA memory of being lit
MEMORY_DISMEMBEREDA memory of limb loss
MEMORY_PET_DEADA memory of seeing a pet die
MEMORY_WON_REVOLUTIONA memory of leading a winning revolution
MEMORY_RECEIVED_MEDALAn award ceremony of a medal
MEMORY_MEGAFAUNA_KILLA megafauna kill!
MEMORY_GUNPOINTBeing held at gunpoint
MEMORY_GIBBEDExploding into gibs
MEMORY_VENDING_CRUSHEDCrushed by vending machine
MEMORY_SUPERMATTER_DUSTEDDusted by SM
MEMORY_NUKECODENuke ops nuke code memory
MEMORY_ACCOUNTThese 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_DRUGyour memorized drug
MEMORY_ALLERGYyour allergy
STORY_ENGRAVINGwall engraving stories
STORY_CHANGELING_ABSORBchangeling memory reading
STORY_TATTOOtattoos
STORY_FLAG_DATEDinclude a date this event happened
DETAIL_WHEREGeneric 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_PROTAGONISTThe 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_BYUsually 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_DEUTERAGONISTUsed whenever a memory has a secondary character. Used bespokely by actions.
DETAIL_PROTAGONIST_MOODAutomatically 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_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_QUIRK_DRUG

your memorized drug

MEMORY_RECEIVED_MEDAL

An award ceremony of a medal

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