code/datums/status_effects/debuffs.dm 
/datum/status_effect/transient/confusion | Prevents moving straight, sometimes changing movement direction at random. Decays at a rate of 1 per second. |
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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 |
CONFUSION_DIAGONAL_MOVE_COEFFICIENT | A multiplier applied on how much time is left that determines the chance of moving diagonally randomly |
/datum/status_effect/transient/disoriented | Modification of confusion effect. Makes you crash and take damage if confused |
/datum/status_effect/transient/dizziness | Slightly offsets the client's screen randomly every tick. Decays at a rate of 1 per second, or 5 when resting. |
/datum/status_effect/transient/drowsiness | Slows 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/drunkenness | Causes 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_FACTOR | This is multiplied with [/mob/var/hallucination] to determine the final cooldown. A higher hallucination value means shorter cooldown. |
HALLUCINATE_CHANCE | Percentage 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.