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
2022-05-11 00:56:29 -04:00
committed by GitHub
parent 528074e050
commit 29bfa42779
58 changed files with 218 additions and 195 deletions
@@ -420,7 +420,7 @@
damage_type = BURN
armor_flag = ENERGY
range = 150
jitter = 10
jitter = 20 SECONDS
var/obj/item/gun/energy/beam_rifle/gun
var/structure_pierce_amount = 0 //All set to 0 so the gun can manually set them during firing.
var/structure_bleed_coeff = 0
+2 -1
View File
@@ -153,7 +153,8 @@
var/unconscious = 0
var/eyeblur = 0
var/drowsy = 0
var/jitter = 0
/// Jittering applied on projectile hit
var/jitter = 0 SECONDS
/// Extra stamina damage applied on projectile hit (in addition to the main damage)
var/stamina = 0
/// Stuttering applied on projectile hit
@@ -40,7 +40,7 @@
damage = 5
paralyze = 100
stutter = 10 SECONDS
jitter = 20
jitter = 40 SECONDS
range = 7
icon_state = "spark"
color = "#FFFF00"
@@ -5,7 +5,7 @@
nodamage = FALSE
paralyze = 100
stutter = 10 SECONDS
jitter = 20
jitter = 40 SECONDS
hitsound = 'sound/weapons/taserhit.ogg'
range = 7
tracer_type = /obj/effect/projectile/tracer/stun
@@ -23,7 +23,7 @@
if(C.dna && C.dna.check_mutation(/datum/mutation/human/hulk))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, 20), 5)
/obj/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
do_sparks(1, TRUE, src)