///if it allows multiple instances of the effect #define STATUS_EFFECT_MULTIPLE 0 ///if it allows only one, preventing new instances #define STATUS_EFFECT_UNIQUE 1 ///if it allows only one, but new instances replace #define STATUS_EFFECT_REPLACE 2 /// if it only allows one, and new instances just instead refresh the timer #define STATUS_EFFECT_REFRESH 3 ///Processing flags - used to define the speed at which the status will work ///This is fast - 0.2s between ticks (I believe!) #define STATUS_EFFECT_FAST_PROCESS 0 ///This is slower and better for more intensive status effects - 1s between ticks #define STATUS_EFFECT_NORMAL_PROCESS 1 //several flags for the Necropolis curse status effect ///makes the edges of the target's screen obscured #define CURSE_BLINDING (1<<0) ///spawns creatures that attack the target only #define CURSE_SPAWNING (1<<1) ///causes gradual damage #define CURSE_WASTING (1<<2) ///hands reach out from the sides of the screen, doing damage and stunning if they hit the target #define CURSE_GRASPING (1<<3) //Incapacitated status effect flags /// If the incapacitated status effect will ignore a mob in restraints (handcuffs) #define IGNORE_RESTRAINTS (1<<0) /// If the incapacitated status effect will ignore a mob in stasis (stasis beds) #define IGNORE_STASIS (1<<1) /// If the incapacitated status effect will ignore a mob being agressively grabbed #define IGNORE_GRAB (1<<2) // Grouped effect sources, see also code/__DEFINES/traits.dm #define STASIS_MACHINE_EFFECT "stasis_machine" #define STASIS_CHEMICAL_EFFECT "stasis_chemical" #define STASIS_SHAPECHANGE_EFFECT "stasis_shapechange"