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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
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@@ -1567,19 +1567,17 @@ GLOBAL_LIST_INIT(hallucination_list, list(
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addtimer(CALLBACK(src, .proc/reset_shock_animation), 40)
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target.playsound_local(get_turf(src), SFX_SPARKS, 100, 1)
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target.staminaloss += 50
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target.Stun(40)
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target.jitteriness += 1000
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target.do_jitter_animation(target.jitteriness)
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addtimer(CALLBACK(src, .proc/shock_drop), 20)
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target.Stun(4 SECONDS)
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target.do_jitter_animation(300) // Maximum jitter
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target.adjust_timed_status_effect(20 SECONDS, /datum/status_effect/jitter)
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addtimer(CALLBACK(src, .proc/shock_drop), 2 SECONDS)
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/datum/hallucination/shock/proc/reset_shock_animation()
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if(target.client)
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target.client.images.Remove(shock_image)
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target.client.images.Remove(electrocution_skeleton_anim)
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target.client?.images.Remove(shock_image)
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target.client?.images.Remove(electrocution_skeleton_anim)
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/datum/hallucination/shock/proc/shock_drop()
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target.jitteriness = max(target.jitteriness - 990, 10) //Still jittery, but vastly less
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target.Paralyze(60)
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target.Paralyze(6 SECONDS)
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/datum/hallucination/husks
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var/image/halbody
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