seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things (#77219) ## About The Pull Request https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216 `status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I feel like I should address it For a majority of status effects, they process on fast processing but do not tick every fastprocessing tick This means that using `seconds_per_tick` here is not giving you the seconds between status effect ticks, it's giving you seconds between processing ticks (`0.2`) This is how it's misleading - If you have a tick interval of `1 SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's actually one-fifth. So all of your effects are now 80% weaker. I have replaced the use of `seconds_per_tick` in tick with `seconds_between_ticks`. This number is, quite simply, the initial tick interval of the status effect divided by ten. An effect with the tick interval of `1 SECONDS` has a `seconds_between_ticks` of 1. As a consequence, some things which were inadvertently made weaker, such as fire and some heretic things (at a glance), are now a little stronger. ## Why It's Good For The Game See above. Makes it more clear what you're doing when working with effects. ## Changelog 🆑 Melbert code: Updated some status effect tick code to be more clear of how long is elapsing between ticks. Some effects that were inadvertently weakened are now stronger as a result (fire and some heretic effects). /🆑 * Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things * Modular updates --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
Skyrat 13 (/tg/station Downstream)
- Git / GitHub cheatsheet: https://www.notion.so/Git-GitHub-61bc81766b2e4c7d9a346db3078ce833
- Guide to Modularisation: ./modular_skyrat/readme.md
- Website: https://www.tgstation13.org
- Code: https://github.com/tgstation/tgstation
- Wiki: https://tgstation13.org/wiki/Main_Page
- Codedocs: https://skyrat-ss13.github.io/Skyrat-tg/
- Skyrat 13 Discord: https://discord.com/invite/hGpZ4Z3
- Coderbus Discord: https://discord.gg/Vh8TJp9
This is Skyrat's downstream fork of /tg/station created in byond.
Please note that this repository contains sexually explicit content and is not suitable for those under the age of 18.
Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!
Important note - TEST YOUR PULL REQUESTS
You are responsible for the testing of your content and providing proof of such in your pull request. You should not mark a pull request ready for review until you have actually tested it. If you require a separate client for testing, you can use a guest account by logging out of BYOND and connecting to your test server. Test merges are not for bug finding, they are for stress tests where local testing simply doesn't allow for this.
DEVELOPMENT FLOWCHART
DOWNLOADING
❗ How to compile ❗
On 2021-01-04 we have changed the way to compile the codebase.
Find BUILD.bat here in the root folder of tgstation, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile.
The long way. Find bin/build.cmd in this folder, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. If it closes, it means it has finished its job. You can then setup the server normally by opening tgstation.dmb in DreamDaemon.
Building tgstation in DreamMaker directly is now deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.
How to compile in VSCode and other build options.
Contributors
/tg/station HACKMD account - Design documentation here
Interested in some starting lore?
LICENSE
All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.
All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)
See LICENSE and GPLv3.txt for more details.
The TGS DMAPI is licensed as a subproject under the MIT license.
See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.
All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.

