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Yogstation/code/__DEFINES/status_effects.dm
LazennG 53f71dbe2e Buster arm patch 3: the unscammening (#18138)
* lets GO

* Update megabuster.dm

* slightly arbitrary

* mop still isnt working

* leaving it in a state where animations still work and going to bed since it's 3am

* works forreal this time
2023-03-05 13:22:52 +05:00

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//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_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_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
#define STATUS_EFFECT_FLESHMEND /datum/status_effect/fleshmend //Very fast healing; suppressed by fire, and heals less fire damage
#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_GOOD_MUSIC /datum/status_effect/good_music
#define STATUS_EFFECT_REGENERATIVE_CORE /datum/status_effect/regenerative_core
#define STATUS_EFFECT_ANTIMAGIC /datum/status_effect/antimagic //grants antimagic (and reapplies if lost) for the duration
#define STATUS_EFFECT_CREEP /datum/status_effect/creep //Provides immunity to lightburn for darkspawn, does nothing to anyone else //Yogs
#define STATUS_EFFECT_TIME_DILATION /datum/status_effect/time_dilation //Provides immunity to slowdown and halves click-delay/action times //Yogs
#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded
#define STATUS_EFFECT_FRENZY /datum/status_effect/frenzy //Makes you fast and stronger
#define STATUS_EFFECT_DOUBLEDOWN /datum/status_effect/doubledown //Greatly reduced damage taken
/////////////
// DEBUFFS //
/////////////
#define STATUS_EFFECT_STUN /datum/status_effect/incapacitating/stun //the affected is unable to move or use items
#define STATUS_EFFECT_KNOCKDOWN /datum/status_effect/incapacitating/knockdown //the affected is unable to stand up
#define STATUS_EFFECT_IMMOBILIZED /datum/status_effect/incapacitating/immobilized //the affected is unable to move
#define STATUS_EFFECT_PARALYZED /datum/status_effect/incapacitating/paralyzed //the affected is unable to move, use items, or stand up.
#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_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
#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_CHOKINGSTRAND /datum/status_effect/strandling //Choking Strand
#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_SHADOWAFFLICTED /datum/status_effect/the_shadow //Heavy hallucinations + ear damage with a shadowman overlay
#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage
#define STATUS_EFFECT_KNUCKLED /datum/status_effect/knuckled //if struck with bloody knuckles or their ability, gets rooted
#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
#define STATUS_EFFECT_BLOODLETTING /datum/status_effect/saw_bleed/bloodletting //same but smaller
#define STATUS_EFFECT_EXPOSED /datum/status_effect/exposed //increases incoming damage
#define STATUS_EFFECT_TAMING /datum/status_effect/taming //tames the target after enough tame stacks
#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
#define STATUS_EFFECT_HIVEMIND_CURSE /datum/status_effect/necropolis_curse/hivemind
#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.
#define STATUS_EFFECT_GONBOLAPACIFY /datum/status_effect/gonbolaPacify //Gives the user gondola traits while the gonbola is attached to them.
#define STATUS_EFFECT_SPASMS /datum/status_effect/spasms //causes random muscle spasms
#define STATUS_EFFECT_DNA_MELT /datum/status_effect/dna_melt //usually does something horrible to you when you hit 100 genetic instability
#define STATUS_EFFECT_GO_AWAY /datum/status_effect/go_away //makes you launch through walls in a single direction for a while
#define STATUS_EFFECT_STASIS /datum/status_effect/incapacitating/stasis //Halts biological functions like bleeding, chemical processing, blood regeneration, walking, etc
#define STATUS_EFFECT_BROKEN_WILL /datum/status_effect/broken_will //A 30-second sleep effect reduced by 1 second for every point of damage the target takes. //Yogs
#define STATUS_EFFECT_AMOK /datum/status_effect/amok //Makes the target automatically strike out at adjecent non-heretics.
#define STATUS_EFFECT_CLOUDSTRUCK /datum/status_effect/cloudstruck //blinds and applies an overlay.
#define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg
#define STATUS_EFFECT_BRAZIL_PENANCE /datum/status_effect/brazil_penance //controls heretic sacrifice
#define STATUS_EFFECT_EXHUMED /datum/status_effect/exhumed //controls the rate of aides reviving
/////////////
// NEUTRAL //
/////////////
#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
#define STATUS_EFFECT_INLOVE /datum/status_effect/in_love //Displays you as being in love with someone else, and makes hearts appear around them.
#define STATUS_EFFECT_BUGGED /datum/status_effect/bugged //Lets other mobs listen in on what it hears
#define STATUS_EFFECT_HIVE_TRACKER /datum/status_effect/hive_track
#define STATUS_EFFECT_HIVE_RADAR /datum/status_effect/agent_pinpointer/hivemind
#define STATUS_EFFECT_BOUNTY /datum/status_effect/bounty //rewards the person who added this to the target with refreshed spells and a fair heal
#define STATUS_EFFECT_HELDUP /datum/status_effect/heldup // someone is currently pointing a gun at you
#define STATUS_EFFECT_HOLDUP /datum/status_effect/holdup // you are currently pointing a gun at someone
#define STATUS_EFFECT_NOTSCARED /datum/status_effect/notscared // you have had a gun pointed at you and are not startled about this fact for a minute
#define STATUS_EFFECT_TAGALONG /datum/status_effect/tagalong //allows darkspawn to accompany people's shadows //Yogs
#define STATUS_EFFECT_PROGENITORCURSE /datum/status_effect/progenitor_curse
#define STATUS_EFFECT_MASQUERADE /datum/status_effect/masquerade
/////////////
// SLIME //
/////////////
#define STATUS_EFFECT_RAINBOWPROTECTION /datum/status_effect/rainbow_protection //Invulnerable and pacifistic
#define STATUS_EFFECT_SLIMESKIN /datum/status_effect/slimeskin //Increased armor
// Stasis helpers
#define IS_IN_STASIS(mob) (mob.life_tickrate == 0)
#define LIFETICK_SKIP(living, tick) (living.life_tickrate && (tick % living.life_tickrate) == 0)