code/__DEFINES/status_effects.dm
STATUS_EFFECT_MULTIPLE | if it allows multiple instances of the effect |
---|---|
STATUS_EFFECT_UNIQUE | if it allows only one, preventing new instances |
STATUS_EFFECT_REPLACE | if it allows only one, but new instances replace |
STATUS_EFFECT_REFRESH | if it only allows one, and new instances just instead refresh the timer |
STATUS_EFFECT_PERMANENT | Use in status effect "duration" to make it last forever |
STATUS_EFFECT_NO_TICK | Use in status effect "tick_interval" to prevent it from calling tick() |
STATUS_EFFECT_ID_ABSTRACT | Indicates this status effect is an abstract type, ie not instantiated Doesn't actually do anything in practice, primarily just a marker / used in unit tests, so don't worry if your abstract status effect doesn't actually set this |
STATUS_EFFECT_FAST_PROCESS | Processing flags - used to define the speed at which the status will work This is fast - 0.2s between ticks (I believe!) |
STATUS_EFFECT_NORMAL_PROCESS | This is slower and better for more intensive status effects - 1s between ticks |
CURSE_BLINDING | makes the edges of the target's screen obscured |
CURSE_SPAWNING | spawns creatures that attack the target only |
CURSE_WASTING | causes gradual damage |
CURSE_GRASPING | hands reach out from the sides of the screen, doing damage and stunning if they hit the target |
TRADITIONAL_INCAPACITATED | If the mob is normal incapacitated. Should never need this, just avoids issues if we ever overexpand this |
INCAPABLE_RESTRAINTS | If the incapacitated status effect is being caused by restraints (handcuffs) |
INCAPABLE_STASIS | If the incapacitated status effect is being caused by stasis (stasis beds) |
INCAPABLE_GRAB | If the incapacitated status effect is being caused by being agressively grabbed |
INCAPACITATED_IGNORING | Checks to see if a mob would be incapacitated even while ignoring some types Does this by inverting the passed in flags and seeing if we're still incapacitated |
MAX_FIRE_STACKS | Max amounts of fire stacks a mob can get |
MOB_BIG_FIRE_STACK_THRESHOLD | If a mob has a higher threshold than this, the icon shown will be increased to the big fire icon. |
become_blind | Causes the mob to become blind via the passed source |
cure_blind | Cures the mob's blindness from the passed source, removing blindness wholesale if no sources are left |
is_blind | Is the mob blind? |
is_blind_from | Is the mob blind from the passed source or sources? |
become_nearsighted | Causes the mob to become nearsighted via the passed source |
cure_nearsighted | Cures the mob's nearsightedness from the passed source, removing nearsighted wholesale if no sources are left |
is_nearsighted | Is the mob nearsighted? |
is_nearsighted_from | Is the mob nearsigthed from the passed source or sources? |
Define Details
CURSE_BLINDING
makes the edges of the target's screen obscured
CURSE_GRASPING
hands reach out from the sides of the screen, doing damage and stunning if they hit the target
CURSE_SPAWNING
spawns creatures that attack the target only
CURSE_WASTING
causes gradual damage
INCAPABLE_GRAB
If the incapacitated status effect is being caused by being agressively grabbed
INCAPABLE_RESTRAINTS
If the incapacitated status effect is being caused by restraints (handcuffs)
INCAPABLE_STASIS
If the incapacitated status effect is being caused by stasis (stasis beds)
INCAPACITATED_IGNORING
Checks to see if a mob would be incapacitated even while ignoring some types Does this by inverting the passed in flags and seeing if we're still incapacitated
MAX_FIRE_STACKS
Max amounts of fire stacks a mob can get
MOB_BIG_FIRE_STACK_THRESHOLD
If a mob has a higher threshold than this, the icon shown will be increased to the big fire icon.
STATUS_EFFECT_FAST_PROCESS
Processing flags - used to define the speed at which the status will work This is fast - 0.2s between ticks (I believe!)
STATUS_EFFECT_ID_ABSTRACT
Indicates this status effect is an abstract type, ie not instantiated Doesn't actually do anything in practice, primarily just a marker / used in unit tests, so don't worry if your abstract status effect doesn't actually set this
STATUS_EFFECT_MULTIPLE
if it allows multiple instances of the effect
STATUS_EFFECT_NORMAL_PROCESS
This is slower and better for more intensive status effects - 1s between ticks
STATUS_EFFECT_NO_TICK
Use in status effect "tick_interval" to prevent it from calling tick()
STATUS_EFFECT_PERMANENT
Use in status effect "duration" to make it last forever
STATUS_EFFECT_REFRESH
if it only allows one, and new instances just instead refresh the timer
STATUS_EFFECT_REPLACE
if it allows only one, but new instances replace
STATUS_EFFECT_UNIQUE
if it allows only one, preventing new instances
TRADITIONAL_INCAPACITATED
If the mob is normal incapacitated. Should never need this, just avoids issues if we ever overexpand this
become_blind
Causes the mob to become blind via the passed source
become_nearsighted
Causes the mob to become nearsighted via the passed source
cure_blind
Cures the mob's blindness from the passed source, removing blindness wholesale if no sources are left
cure_nearsighted
Cures the mob's nearsightedness from the passed source, removing nearsighted wholesale if no sources are left
is_blind
Is the mob blind?
is_blind_from
Is the mob blind from the passed source or sources?
is_nearsighted
Is the mob nearsighted?
is_nearsighted_from
Is the mob nearsigthed from the passed source or sources?