Space Station 13 - Modules - TypesDefine Details

code/datums/status_effects/debuffs.dm

/datum/status_effect/transient/confusionPrevents moving straight, sometimes changing movement direction at random. Decays at a rate of 1 per second.
CONFUSION_FULL_THRESHOLDThe threshold in which all of our movements are fully randomized, in seconds.
CONFUSION_SIDEWAYS_MOVE_COEFFICIENTA multiplier applied on how much time is left that determines the chance of moving sideways randomly
CONFUSION_DIAGONAL_MOVE_COEFFICIENTA multiplier applied on how much time is left that determines the chance of moving diagonally randomly
/datum/status_effect/transient/disorientedModification of confusion effect. Makes you crash and take damage if confused
/datum/status_effect/transient/dizzinessSlightly offsets the client's screen randomly every tick. Decays at a rate of 1 per second, or 5 when resting.
/datum/status_effect/transient/drowsinessSlows down and causes eye blur, with a 5% chance of falling asleep for a short time. Decays at a rate of 1 per second, or 5 when resting.
/datum/status_effect/transient/drunkennessCauses a myriad of status effects and other afflictions the stronger it is. Decays at a rate of 1 per second if no alcohol remains inside.
HALLUCINATE_COOLDOWN_FACTORThis is multiplied with [/mob/var/hallucination] to determine the final cooldown. A higher hallucination value means shorter cooldown.
HALLUCINATE_CHANCEPercentage defining the chance at which an hallucination may spawn past the cooldown.

Define Details

CONFUSION_DIAGONAL_MOVE_COEFFICIENT

A multiplier applied on how much time is left that determines the chance of moving diagonally randomly

CONFUSION_FULL_THRESHOLD

The threshold in which all of our movements are fully randomized, in seconds.

CONFUSION_SIDEWAYS_MOVE_COEFFICIENT

A multiplier applied on how much time is left that determines the chance of moving sideways randomly

HALLUCINATE_CHANCE

Percentage defining the chance at which an hallucination may spawn past the cooldown.

HALLUCINATE_COOLDOWN_FACTOR

This is multiplied with [/mob/var/hallucination] to determine the final cooldown. A higher hallucination value means shorter cooldown.