Files
Bubberstation/code/datums/components
carlarctg 494f3e6839 Reduced caltrop default paralyze timer from 6 to 2 (#85660)
## About The Pull Request

Reduced caltrop default paralyze timer from 6 to 2. In practice, this
means glass shards, broken glasses, etc.

## Why It's Good For The Game

As time goes on, the game has sped up. stuns are smaller, attacks are
more volatile, the pace has generally gone up. Six seconds for stepping
on some broken shards is, frankly, rather ridiculous in 2024 /tg/. It
made more sense in the past, but I think it's time to reduce it. Two
seconds is plenty of time in an active situation to get screwed over for
being weird and not having shoes, six is overkill and just frustrating
when you lose a leg.

## Changelog

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balance: Reduced caltrop default paralyze timer from 6 to 2
/🆑
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Datum Component System (DCS)

Concept

Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm