//These are all the different status effects. Use the paths for each effect in the defines. #define STATUS_EFFECT_MULTIPLE 0 //if it allows multiple instances of the effect #define STATUS_EFFECT_UNIQUE 1 //if it allows only one, preventing new instances #define STATUS_EFFECT_REPLACE 2 //if it allows only one, but new instances replace #define BASIC_STATUS_EFFECT /datum/status_effect //Has no effect. /////////// // BUFFS // /////////// #define STATUS_EFFECT_SHADOW_MEND /datum/status_effect/shadow_mend //Quick, powerful heal that deals damage afterwards. Heals 15 brute/burn every second for 3 seconds. #define STATUS_EFFECT_VOID_PRICE /datum/status_effect/void_price //The price of healing yourself with void energy. Deals 3 brute damage every 3 seconds for 30 seconds. #define STATUS_EFFECT_EXERCISED /datum/status_effect/exercised //Prevents heart disease //#define STATUS_EFFECT_VANGUARD /datum/status_effect/vanguard_shield //Grants temporary stun absorption, but will stun the user based on how many stuns they absorbed. //#define STATUS_EFFECT_INATHNEQS_ENDOWMENT /datum/status_effect/inathneqs_endowment //A 15-second invulnerability and stun absorption, granted by Inath-neq. //#define STATUS_EFFECT_WRAITHSPECS /datum/status_effect/wraith_spectacles //#define STATUS_EFFECT_POWERREGEN /datum/status_effect/cyborg_power_regen //Regenerates power on a given cyborg over time //#define STATUS_EFFECT_HISGRACE /datum/status_effect/his_grace //His Grace. //#define STATUS_EFFECT_WISH_GRANTERS_GIFT /datum/status_effect/wish_granters_gift //If you're currently resurrecting with the Wish Granter //#define STATUS_EFFECT_BLOODDRUNK /datum/status_effect/blooddrunk //Stun immunity and greatly reduced damage taken ///////////// // DEBUFFS // ///////////// //#define STATUS_EFFECT_STUN /datum/status_effect/incapacitating/stun //the affected is stunned //#define STATUS_EFFECT_KNOCKDOWN /datum/status_effect/incapacitating/knockdown //the affected is knocked down //#define STATUS_EFFECT_UNCONSCIOUS /datum/status_effect/incapacitating/unconscious //the affected is unconscious //#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep //#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run //#define STATUS_EFFECT_GEISTRACKER /datum/status_effect/geis_tracker //if you're using geis, this tracks that and keeps you from using scripture //#define STATUS_EFFECT_MANIAMOTOR /datum/status_effect/maniamotor //disrupts, damages, and confuses the affected as long as they're in range of the motor //#define MAX_MANIA_SEVERITY 100 //how high the mania severity can go //#define MANIA_DAMAGE_TO_CONVERT 90 //how much damage is required before it'll convert affected targets //#define STATUS_EFFECT_HISWRATH /datum/status_effect/his_wrath //His Wrath. #define STATUS_EFFECT_SUMMONEDGHOST /datum/status_effect/cultghost //is a cult ghost and can't use manifest runes //#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage #define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage //#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse //#define CURSE_BLINDING 1 //makes the edges of the target's screen obscured //#define CURSE_SPAWNING 2 //spawns creatures that attack the target only //#define CURSE_WASTING 4 //causes gradual damage //#define CURSE_GRASPING 8 //hands reach out from the sides of the screen, doing damage and stunning if they hit the target //#define STATUS_EFFECT_KINDLE /datum/status_effect/kindle //A knockdown reduced by 1 second for every 3 points of damage the target takes. //#define STATUS_EFFECT_ICHORIAL_STAIN /datum/status_effect/ichorial_stain //Prevents a servant from being revived by vitality matrices for one minute. ///////////// // NEUTRAL // ///////////// #define STATUS_EFFECT_HIGHFIVE /datum/status_effect/high_five //#define STATUS_EFFECT_SIGILMARK /datum/status_effect/sigil_mark //#define STATUS_EFFECT_CRUSHERDAMAGETRACKING /datum/status_effect/crusher_damage //tracks total kinetic crusher damage on a target //#define STATUS_EFFECT_SYPHONMARK /datum/status_effect/syphon_mark //tracks kills for the KA death syphon module