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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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@@ -65,7 +65,7 @@
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sleep(delay/4)
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if(imp_in && imp_in.stat)
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imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
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imp_in.Weaken(7)
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imp_in.Weaken(14 SECONDS)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay/4)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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@@ -16,7 +16,7 @@
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for(var/obj/item/grab/G in C_imp_in.grabbed_by)
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var/mob/living/carbon/M = G.assailant
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C_imp_in.visible_message("<span class='warning'>[C_imp_in] suddenly shocks [M] from their wrists and slips out of their grab!</span>")
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M.Stun(1) //Drops the grab
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M.Stun(2 SECONDS) //Drops the grab
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M.apply_damage(2, BURN, "r_hand", M.run_armor_check("r_hand", "energy"))
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M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy"))
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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.
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