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* 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>
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