code/__DEFINES/~~bubber_defines/storyteller_defines.dm 
| TAG_COMBAT | When the event is combat oriented (spawning monsters, inherently hostile antags) |
|---|---|
| TAG_SPOOKY | When the event is spooky (broken lights, some antags) |
| TAG_DESTRUCTIVE | When the event is destructive in a decent capacity (meteors, blob) |
| TAG_COMMUNAL | When the event impacts most of the crewmembers in some capacity (comms blackout) |
| TAG_TARGETED | When the event targets a person for something (appendix, heart attack) |
| TAG_POSITIVE | When the event is positive and helps the crew, in some capacity (Shuttle Loan, Supply Pod) |
| TAG_CREW_ANTAG | When one of the crewmembers becomes an antagonist |
| TAG_TEAM_ANTAG | When the antagonist event is focused around team cooperation. |
| TAG_OUTSIDER_ANTAG | When one of the non-crewmember players becomes an antagonist |
| TAG_CHAOTIC | When the event is considered chaotic by a completely non-biased coder. |
| TAG_OVERMAP | When the event impacts the overmap |
| TAG_SPACE | When the event requires the station to be in space (meteors, carp) |
| TAG_PLANETARY | When the event requires the station to be on planetary. |
| MUNDANE_POINT_THRESHOLD | Reused for multipliers of the thresholds |
| MUNDANE_POP_SCALE_THRESHOLD | Defines for how much pop do we need to stop applying a pop scalling penalty to event frequency. |
| MUNDANE_POP_SCALE_PENALTY | The maximum penalty coming from pop scalling, when we're at the most minimum point, easing into 0 as we reach the SCALE_THRESHOLD. This is treated as a percentage. |
| ANTAG_CAP_FLAT | Defines for the antag cap to prevent midround injections. |
| ROUNDSTART_MUNDANE_BASE | Below are defines for the percentage fill that the tracks should start on. +- 50% of the value will be added |
| STORYTELLER_TYPE_ALWAYS_AVAILABLE | Storyteller types below, basically prevents several intense teller rounds in a row |
Define Details
ANTAG_CAP_FLAT 
Defines for the antag cap to prevent midround injections.
MUNDANE_POINT_THRESHOLD 
Reused for multipliers of the thresholds
MUNDANE_POP_SCALE_PENALTY 
The maximum penalty coming from pop scalling, when we're at the most minimum point, easing into 0 as we reach the SCALE_THRESHOLD. This is treated as a percentage.
MUNDANE_POP_SCALE_THRESHOLD 
Defines for how much pop do we need to stop applying a pop scalling penalty to event frequency.
ROUNDSTART_MUNDANE_BASE 
Below are defines for the percentage fill that the tracks should start on. +- 50% of the value will be added
STORYTELLER_TYPE_ALWAYS_AVAILABLE 
Storyteller types below, basically prevents several intense teller rounds in a row
TAG_CHAOTIC 
When the event is considered chaotic by a completely non-biased coder.
TAG_COMBAT 
When the event is combat oriented (spawning monsters, inherently hostile antags)
TAG_COMMUNAL 
When the event impacts most of the crewmembers in some capacity (comms blackout)
TAG_CREW_ANTAG 
When one of the crewmembers becomes an antagonist
TAG_DESTRUCTIVE 
When the event is destructive in a decent capacity (meteors, blob)
TAG_OUTSIDER_ANTAG 
When one of the non-crewmember players becomes an antagonist
TAG_OVERMAP 
When the event impacts the overmap
TAG_PLANETARY 
When the event requires the station to be on planetary.
TAG_POSITIVE 
When the event is positive and helps the crew, in some capacity (Shuttle Loan, Supply Pod)
TAG_SPACE 
When the event requires the station to be in space (meteors, carp)
TAG_SPOOKY 
When the event is spooky (broken lights, some antags)
TAG_TARGETED 
When the event targets a person for something (appendix, heart attack)
TAG_TEAM_ANTAG 
When the antagonist event is focused around team cooperation.