[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>
This commit is contained in:
Charlie
2022-05-24 16:35:26 +01:00
committed by GitHub
co-authored by SteelSlayer mochi
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
+9 -9
View File
@@ -74,7 +74,7 @@
affected_mob.emote(pick("faint", "collapse", "groan"))
if(prob(7))
to_chat(affected_mob, "<span class='danger'>You can't breathe!</span>")
affected_mob.AdjustLoseBreath(1)
affected_mob.AdjustLoseBreath(2 SECONDS)
if(prob(5))
var/datum/disease/D = new /datum/disease/critical/heart_failure
affected_mob.ForceContractDisease(D)
@@ -126,10 +126,10 @@
affected_mob.emote(pick("pale", "groan"))
if(prob(5))
to_chat(affected_mob, "<span class='danger'>Your heart lurches in your chest!</span>")
affected_mob.AdjustLoseBreath(1)
affected_mob.AdjustLoseBreath(2 SECONDS)
if(prob(3))
to_chat(affected_mob, "<span class='danger'>Your heart stops beating!</span>")
affected_mob.AdjustLoseBreath(3)
affected_mob.AdjustLoseBreath(6 SECONDS)
if(prob(5))
affected_mob.emote(pick("faint", "collapse", "groan"))
if(3)
@@ -183,11 +183,11 @@
if(prob(4))
to_chat(affected_mob, "<span class='warning'>You feel like everything is wrong with your life!</span>")
if(prob(5))
affected_mob.Slowed(rand(4, 16))
affected_mob.Slowed(rand(8 SECONDS, 32 SECONDS))
to_chat(affected_mob, "<span class='warning'>You feel [pick("tired", "exhausted", "sluggish")].</span>")
if(prob(5))
affected_mob.Weaken(6)
affected_mob.Stuttering(10)
affected_mob.Weaken(12 SECONDS)
affected_mob.Stuttering(20 SECONDS)
to_chat(affected_mob, "<span class='warning'>You feel [pick("numb", "confused", "dizzy", "lightheaded")].</span>")
affected_mob.emote("collapse")
if(3)
@@ -195,10 +195,10 @@
var/datum/disease/D = new /datum/disease/critical/shock
affected_mob.ForceContractDisease(D)
if(prob(12))
affected_mob.Weaken(6)
affected_mob.Stuttering(10)
affected_mob.Weaken(12 SECONDS)
affected_mob.Stuttering(20 SECONDS)
to_chat(affected_mob, "<span class='warning'>You feel [pick("numb", "confused", "dizzy", "lightheaded")].</span>")
affected_mob.emote("collapse")
if(prob(12))
to_chat(affected_mob, "<span class='warning'>You feel [pick("tired", "exhausted", "sluggish")].</span>")
affected_mob.Slowed(rand(4, 16))
affected_mob.Slowed(rand(8 SECONDS, 32 SECONDS))