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Glorf tweaks (knockdowns no longer trigger glorf 100% of the time) (#96841)
## About The Pull Request - Knockdown, Stun, and Paralyze now have a 66% change to trigger glorf by default (down from 100%) - Immobilize and Incapacitating now has a 0% chance to trigger glorf (down from 100%) - Sleep and Unconscious still has a 100% chance to trigger glorf - A second roll is made depending on severity of the effect: >6 second stuns have a 100% chance, >2 second stuns have a 66% chance, <2 second stuns have a 0% chance - Disarm knockdowns will always trigger a glorf (they are unaffected by the aforementioned changes) - All forms of incapacitation induced glorfing will no longer cause cigarette choking unless the effect was of >30 second duration - Modified chance to glorf on punched from 100% if above 9 force to 66% if above 9 force or 100% if above 12 force - Fixed a bug where getting glorfed right after you open the chat window but before you type anything forces the last message to be repeated - Changed the glorf effects on death to cut off abruptly rather than append something <img width="365" height="37" alt="image" src="https://github.com/user-attachments/assets/85c963f4-72f0-4cf5-b919-e4570bfe159b" /> ## Why It's Good For The Game We use microstuns for temporary effects in many places (such as a 0.1 second immobilize on shuttle transition), which is cool and good, but these microstuns will constantly trigger glorfing (which is mildly annoying) and cigarette choking (which is literally lethal) As funny as it is the first time to die to choking on a cigarette because you smoked while a shuttle moved, it gets tiresome fast Ultimately my changes here sought to make force say trigger a bit less consistently, to keep the jokes from being ran into the ground and make it a bit less unfun to play around ## Changelog 🆑 Melbert balance: Knockdown, stun, and paralyze now have a 66% chance to interrupt speech (down from 100%) balance: Immobilize and Incapacitate now has a 0% chance to trigger interrupt speech (down from 100%) balance: Sleep and Unconscious still has a 100% chance to trigger interrupt speech balance: Chance to interrupt speech from a stun makes a second roll based on stun severity: >6 second stuns have a 100% chance, >2 second stuns have a 66% chance, and <2 second stuns have a 0% chance balance: Shove knockdown is unaffected by these changes, and always interrupts speech balance: Having speech interrupted from stuns no longer causes you to choke on cigarettes unless the stun effect was high severity (>30 seconds) balance: Chance of interrupting speech on punch was modified from 100% at 9 damage to 66% at 9 damage and 100% at 12 damage fix: When your speech is interrupted from death, it now cuts off abruptly, rather than appending a generic interrupt indicator fix: Fixed a bug where you repeat your last said line if your speech is interrupted after opening your say box, but before typing anything /🆑
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@@ -315,8 +315,11 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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QDEL_NULL(mob_smoke)
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how_long_have_we_been_smokin = 0 SECONDS
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/obj/item/cigarette/proc/on_forcesay(mob/living/source)
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/obj/item/cigarette/proc/on_forcesay(mob/living/source, major)
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SIGNAL_HANDLER
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if(!major)
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return
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source.apply_status_effect(/datum/status_effect/choke, src, lit, choke_forever ? -1 : rand(25 SECONDS, choke_time_max))
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/obj/item/cigarette/proc/on_mob_dir_change(mob/living/source, old_dir, new_dir)
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