[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
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
+6 -6
View File
@@ -16,11 +16,11 @@
// Settings
/// Whether the baton can stun silicon mobs
var/affect_silicon = FALSE
/// The stun time (in life cycles) for non-silicons
var/stun_time = 6 SECONDS_TO_LIFE_CYCLES
/// The stun time (in life cycles) for silicons
var/stun_time_silicon = 10 SECONDS_TO_LIFE_CYCLES
/// Cooldown in deciseconds between two knockdowns
/// The stun time (in seconds) for non-silicons
var/stun_time = 6 SECONDS
/// The stun time (in seconds) for silicons
var/stun_time_silicon = 10 SECONDS
/// Cooldown in seconds between two knockdowns
var/cooldown = 4 SECONDS
/// Sound to play when knocking someone down
var/stun_sound = 'sound/effects/woodhit.ogg'
@@ -38,7 +38,7 @@
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
user.visible_message("<span class='danger'>[user] accidentally clubs [user.p_them()]self with [src]!</span>", \
"<span class='userdanger'>You accidentally club yourself with [src]!</span>")
user.Weaken(force * 3)
user.Weaken(stun_time)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(force * 2, BRUTE, "head")