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_EXTEND | if it only allows one, and new instances add to the timer |
| STATUS_EFFECT_PERMANENT | Use in status effect "duration" to make it last forever |
| STATUS_EFFECT_NO_TICK | Use in status effect "tick_interval" to prevent it from calling tick() |
| STATUS_EFFECT_AUTO_TICK | Use in status effect "tick_interval" to guarantee that tick() gets called on every process() |
| 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 |
| STATUS_EFFECT_PRIORITY | Similar speed to STATUS_EFFECT_FAST_PROCESS, but uses a high priority subsystem (SSpriority_effects) |
| CURSE_BLINDING | makes the edges of the target's screen obscured |
| CURSE_SPAWNING | spawns creatures that attack the target only |
| CURSE_WASTING | causes gradual damage |
| CURSE_GRASPING | hands reach out from the sides of the screen, doing damage and stunning if they hit the target |
| 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 |
| BROKEN_SKULL_EFFECT | Head fracture |
| DEAD_LIVER_EFFECT | Missing or dead liver. |
| HUNGER_EFFECT | Hunger. |
| VAMPIRE_EFFECT | Vampire thirst |
Define Details
BROKEN_SKULL_EFFECT 
Head fracture
CURSE_BLINDING 
makes the edges of the target's screen obscured
CURSE_GRASPING 
hands reach out from the sides of the screen, doing damage and stunning if they hit the target
CURSE_SPAWNING 
spawns creatures that attack the target only
CURSE_WASTING 
causes gradual damage
DEAD_LIVER_EFFECT 
Missing or dead liver.
HUNGER_EFFECT 
Hunger.
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_AUTO_TICK 
Use in status effect "tick_interval" to guarantee that tick() gets called on every process()
STATUS_EFFECT_EXTEND 
if it only allows one, and new instances add to 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_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_NO_TICK 
Use in status effect "tick_interval" to prevent it from calling tick()
STATUS_EFFECT_PERMANENT 
Use in status effect "duration" to make it last forever
STATUS_EFFECT_PRIORITY 
Similar speed to STATUS_EFFECT_FAST_PROCESS, but uses a high priority subsystem (SSpriority_effects)
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_UNIQUE 
if it allows only one, preventing new instances
VAMPIRE_EFFECT 
Vampire thirst