code/__DEFINES/status_effects.dm
STATUS_EFFECT_MULTIPLE | if it allows multiple instances of the effect |
---|---|
STATUS_EFFECT_UNIQUE | if it allows only one, preventing new instances |
STATUS_EFFECT_REPLACE | if it allows only one, but new instances replace |
STATUS_EFFECT_REFRESH | if it only allows one, and new instances just instead refresh the timer |
STATUS_EFFECT_FAST_PROCESS | Processing flags - used to define the speed at which the status will work This is fast - 0.2s between ticks (I believe!) |
STATUS_EFFECT_NORMAL_PROCESS | This is slower and better for more intensive status effects - 1s between ticks |
IGNORE_RESTRAINTS | If the incapacitated status effect will ignore a mob in restraints (handcuffs) |
IGNORE_STASIS | If the incapacitated status effect will ignore a mob in stasis (stasis beds) |
IGNORE_GRAB | If the incapacitated status effect will ignore a mob being agressively grabbed |
STATUS_EFFECT_TIME_THRESHOLD | Time threshold after which we launch ending timer - this should be higher than the slowest processing rate |
Define Details
IGNORE_GRAB
If the incapacitated status effect will ignore a mob being agressively grabbed
IGNORE_RESTRAINTS
If the incapacitated status effect will ignore a mob in restraints (handcuffs)
IGNORE_STASIS
If the incapacitated status effect will ignore a mob in stasis (stasis beds)
STATUS_EFFECT_FAST_PROCESS
Processing flags - used to define the speed at which the status will work This is fast - 0.2s between ticks (I believe!)
STATUS_EFFECT_MULTIPLE
if it allows multiple instances of the effect
STATUS_EFFECT_NORMAL_PROCESS
This is slower and better for more intensive status effects - 1s between ticks
STATUS_EFFECT_REFRESH
if it only allows one, and new instances just instead refresh the timer
STATUS_EFFECT_REPLACE
if it allows only one, but new instances replace
STATUS_EFFECT_TIME_THRESHOLD
Time threshold after which we launch ending timer - this should be higher than the slowest processing rate
STATUS_EFFECT_UNIQUE
if it allows only one, preventing new instances