[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
@@ -65,7 +65,7 @@
sleep(delay/4)
if(imp_in && imp_in.stat)
imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
imp_in.Weaken(7)
imp_in.Weaken(14 SECONDS)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
@@ -16,7 +16,7 @@
for(var/obj/item/grab/G in C_imp_in.grabbed_by)
var/mob/living/carbon/M = G.assailant
C_imp_in.visible_message("<span class='warning'>[C_imp_in] suddenly shocks [M] from their wrists and slips out of their grab!</span>")
M.Stun(1) //Drops the grab
M.Stun(2 SECONDS) //Drops the grab
M.apply_damage(2, BURN, "r_hand", M.run_armor_check("r_hand", "energy"))
M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy"))
C_imp_in.SetStunned(0) //This only triggers if they are grabbed, to have them break out of the grab, without the large stun time.