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Bubberstation/code/__DEFINES/status_effects.dm
SkyratBot d56ee7630e [MIRROR] Kills /obj/shapeshift_holder, replaces it with /datum/status_effect/shapechange_mob, also does a lot of Wabbajack refactoring [MDB IGNORE] (#15988)
* Kills `/obj/shapeshift_holder`, replaces it with `/datum/status_effect/shapechange_mob`, also does a lot of Wabbajack refactoring

* Apply suggestions from code review

* fix

* unironically the best solution

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-09-15 22:29:56 -07:00

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///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"