Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)

* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type
This commit is contained in:
MrMelbert
2022-05-04 23:33:59 -04:00
committed by GitHub
parent 7866e09bc3
commit 074da65fc7
63 changed files with 627 additions and 362 deletions
+1 -1
View File
@@ -493,7 +493,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
if(prob(50))
spawned_carbon.adjust_timed_status_effect(rand(30 SECONDS, 40 SECONDS), /datum/status_effect/drugginess)
else
spawned_carbon.drunkenness += rand(15, 25)
spawned_carbon.adjust_drunk_effect(rand(15, 25))
spawned_carbon.adjust_disgust(rand(5, 55)) //How hungover are you?
if(spawned_carbon.head)
return