Files
Paradise/code/__DEFINES/status_effects.dm
T
c0802f2b90 Adds teleportation sickness to bluespace gene plants and bluespace crystals (#18218)
* Adds teleportsick to bluespace genes and bluespace crystals

* Update code/datums/status_effects/debuffs.dm

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* named stuff

* changes order

* Update code/datums/status_effects/debuffs.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2022-07-07 11:32:47 -05:00

127 lines
6.7 KiB
Plaintext

//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 STATUS_EFFECT_REFRESH 3 // if it only allows one, and new instances just instead refresh the timer
///////////
// BUFFS //
///////////
#define STATUS_EFFECT_HISGRACE /datum/status_effect/his_grace //His Grace.
#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_HIPPOCRATIC_OATH /datum/status_effect/hippocraticOath //Gives you an aura of healing as well as regrowing the Rod of Asclepius if lost
#define STATUS_EFFECT_REGENERATIVE_CORE /datum/status_effect/regenerative_core
//#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_WISH_GRANTERS_GIFT /datum/status_effect/wish_granters_gift //If you're currently resurrecting with the Wish Granter
#define STATUS_EFFECT_FORCESHIELD /datum/status_effect/force_shield
#define STATUS_EFFECT_BLOODDRUNK /datum/status_effect/blooddrunk //Stun immunity and greatly reduced damage taken
#define STATUS_EFFECT_SPEEDLEGS /datum/status_effect/speedlegs //Handles cling speed boost and chemical cost.
#define STATUS_EFFECT_BLOOD_SWELL /datum/status_effect/bloodswell //stun resistance and halved damage for gargantua vampires
#define STATUS_EFFECT_BLOOD_RUSH /datum/status_effect/blood_rush // speed boost for gargantua vampires
/////////////
// DEBUFFS //
/////////////
//#define STATUS_EFFECT_KNOCKDOWN /datum/status_effect/incapacitating/knockdown //the affected is knocked down
//#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: can see dead people, can't manifest more ghosts
#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_TELEPORTSICK /datum/status_effect/teleport_sickness //increasing debuffs as you rapidly teleport.
#define STATUS_EFFECT_PACIFIED /datum/status_effect/pacifism //forces the pacifism trait
//#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.
/// Whether a moth's wings are burnt
#define STATUS_EFFECT_BURNT_WINGS /datum/status_effect/burnt_wings
/// If a moth is in a cocoon
#define STATUS_EFFECT_COCOONED /datum/status_effect/cocooned
//human status effects
// incapacitating
#define STATUS_EFFECT_STUN /datum/status_effect/incapacitating/stun
#define STATUS_EFFECT_WEAKENED /datum/status_effect/incapacitating/weakened
#define STATUS_EFFECT_IMMOBILIZED /datum/status_effect/incapacitating/immobilized
#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping
#define STATUS_EFFECT_SLOWED /datum/status_effect/incapacitating/slowed
#define STATUS_EFFECT_PARALYZED /datum/status_effect/incapacitating/paralyzed
#define STATUS_EFFECT_FLOORED /datum/status_effect/incapacitating/floored
// transient
#define STATUS_EFFECT_CONFUSION /datum/status_effect/transient/confusion
#define STATUS_EFFECT_DIZZINESS /datum/status_effect/transient/dizziness
#define STATUS_EFFECT_DROWSINESS /datum/status_effect/transient/drowsiness
#define STATUS_EFFECT_DRUNKENNESS /datum/status_effect/transient/drunkenness
#define STATUS_EFFECT_SILENCED /datum/status_effect/transient/silence
#define STATUS_EFFECT_JITTER /datum/status_effect/transient/jittery
#define STATUS_EFFECT_CULT_SLUR /datum/status_effect/transient/cult_slurring
#define STATUS_EFFECT_STAMMER /datum/status_effect/transient/stammering
#define STATUS_EFFECT_SLURRING /datum/status_effect/transient/slurring
#define STATUS_EFFECT_LOSE_BREATH /datum/status_effect/transient/lose_breath
#define STATUS_EFFECT_HALLUCINATION /datum/status_effect/transient/hallucination
#define STATUS_EFFECT_BLURRY_EYES /datum/status_effect/transient/eye_blurry
#define STATUS_EFFECT_BLINDED /datum/status_effect/transient/blindness
#define STATUS_EFFECT_DRUGGED /datum/status_effect/transient/drugged
/////////////
// NEUTRAL //
/////////////
#define STATUS_EFFECT_HIGHFIVE /datum/status_effect/high_five
#define STATUS_EFFECT_CHARGING /datum/status_effect/charging
//#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