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