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[Ready] Refactors stuns and status effects. (#17579)
* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
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co-authored by
SteelSlayer
mochi
parent
b32fb92770
commit
0f7a8707ef
@@ -74,7 +74,7 @@
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affected_mob.emote(pick("faint", "collapse", "groan"))
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if(prob(7))
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to_chat(affected_mob, "<span class='danger'>You can't breathe!</span>")
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affected_mob.AdjustLoseBreath(1)
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affected_mob.AdjustLoseBreath(2 SECONDS)
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if(prob(5))
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var/datum/disease/D = new /datum/disease/critical/heart_failure
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affected_mob.ForceContractDisease(D)
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@@ -126,10 +126,10 @@
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affected_mob.emote(pick("pale", "groan"))
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if(prob(5))
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to_chat(affected_mob, "<span class='danger'>Your heart lurches in your chest!</span>")
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affected_mob.AdjustLoseBreath(1)
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affected_mob.AdjustLoseBreath(2 SECONDS)
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if(prob(3))
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to_chat(affected_mob, "<span class='danger'>Your heart stops beating!</span>")
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affected_mob.AdjustLoseBreath(3)
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affected_mob.AdjustLoseBreath(6 SECONDS)
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if(prob(5))
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affected_mob.emote(pick("faint", "collapse", "groan"))
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if(3)
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@@ -183,11 +183,11 @@
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if(prob(4))
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to_chat(affected_mob, "<span class='warning'>You feel like everything is wrong with your life!</span>")
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if(prob(5))
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affected_mob.Slowed(rand(4, 16))
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affected_mob.Slowed(rand(8 SECONDS, 32 SECONDS))
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to_chat(affected_mob, "<span class='warning'>You feel [pick("tired", "exhausted", "sluggish")].</span>")
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if(prob(5))
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affected_mob.Weaken(6)
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affected_mob.Stuttering(10)
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affected_mob.Weaken(12 SECONDS)
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affected_mob.Stuttering(20 SECONDS)
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to_chat(affected_mob, "<span class='warning'>You feel [pick("numb", "confused", "dizzy", "lightheaded")].</span>")
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affected_mob.emote("collapse")
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if(3)
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@@ -195,10 +195,10 @@
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var/datum/disease/D = new /datum/disease/critical/shock
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affected_mob.ForceContractDisease(D)
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if(prob(12))
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affected_mob.Weaken(6)
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affected_mob.Stuttering(10)
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affected_mob.Weaken(12 SECONDS)
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affected_mob.Stuttering(20 SECONDS)
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to_chat(affected_mob, "<span class='warning'>You feel [pick("numb", "confused", "dizzy", "lightheaded")].</span>")
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affected_mob.emote("collapse")
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if(prob(12))
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to_chat(affected_mob, "<span class='warning'>You feel [pick("tired", "exhausted", "sluggish")].</span>")
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affected_mob.Slowed(rand(4, 16))
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affected_mob.Slowed(rand(8 SECONDS, 32 SECONDS))
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