Converts jittering to status effect, striking yet another mob level status value (#66852)

Converts jittering to status effect, striking yet another mob level status value
This commit is contained in:
MrMelbert
2022-05-10 23:56:29 -05:00
committed by GitHub
parent 528074e050
commit 29bfa42779
58 changed files with 218 additions and 195 deletions
+7 -9
View File
@@ -1567,19 +1567,17 @@ GLOBAL_LIST_INIT(hallucination_list, list(
addtimer(CALLBACK(src, .proc/reset_shock_animation), 40)
target.playsound_local(get_turf(src), SFX_SPARKS, 100, 1)
target.staminaloss += 50
target.Stun(40)
target.jitteriness += 1000
target.do_jitter_animation(target.jitteriness)
addtimer(CALLBACK(src, .proc/shock_drop), 20)
target.Stun(4 SECONDS)
target.do_jitter_animation(300) // Maximum jitter
target.adjust_timed_status_effect(20 SECONDS, /datum/status_effect/jitter)
addtimer(CALLBACK(src, .proc/shock_drop), 2 SECONDS)
/datum/hallucination/shock/proc/reset_shock_animation()
if(target.client)
target.client.images.Remove(shock_image)
target.client.images.Remove(electrocution_skeleton_anim)
target.client?.images.Remove(shock_image)
target.client?.images.Remove(electrocution_skeleton_anim)
/datum/hallucination/shock/proc/shock_drop()
target.jitteriness = max(target.jitteriness - 990, 10) //Still jittery, but vastly less
target.Paralyze(60)
target.Paralyze(6 SECONDS)
/datum/hallucination/husks
var/image/halbody