[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
@@ -248,9 +248,8 @@
var/mob/living/buckled_mob = m
unbuckle_mob(buckled_mob)
buckled_mob.throw_at(A, 3, propelled)
buckled_mob.apply_effect(6, STUN, 0)
buckled_mob.apply_effect(6, WEAKEN, 0)
buckled_mob.apply_effect(6, STUTTER, 0)
buckled_mob.Weaken(12 SECONDS)
buckled_mob.Stuttering(12 SECONDS)
buckled_mob.take_organ_damage(10)
playsound(loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
buckled_mob.visible_message("<span class='danger'>[buckled_mob] crashed into [A]!</span>")
@@ -431,9 +430,8 @@
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.health < C.maxHealth*0.5)
C.apply_effect(6, STUN, 0)
C.apply_effect(6, WEAKEN, 0)
C.apply_effect(6, STUTTER, 0)
C.Weaken(12 SECONDS)
C.Stuttering(12 SECONDS)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
smash(user)
@@ -445,7 +443,7 @@
m.loc = get_turf(src)
qdel(src)
var/mob/living/T = M
T.Weaken(5)
T.Weaken(10 SECONDS)
return
..()
@@ -85,15 +85,13 @@
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, 0)
occupant.apply_effect(6, WEAKEN, 0)
occupant.apply_effect(6, STUTTER, 0)
occupant.Weaken(12 SECONDS)
occupant.Stuttering(12 SECONDS)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
if(istype(A, /mob/living))
var/mob/living/victim = A
victim.apply_effect(6, STUN, 0)
victim.apply_effect(6, WEAKEN, 0)
victim.apply_effect(6, STUTTER, 0)
victim.Weaken(12 SECONDS)
victim.Stuttering(12 SECONDS)
victim.take_organ_damage(10)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")