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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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SteelSlayer
mochi
parent
b32fb92770
commit
0f7a8707ef
@@ -51,7 +51,7 @@
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"<span class='userdanger'>[A] leg sweeps you!</span>")
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
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D.apply_damage(10, BRUTE)
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D.Weaken(3)
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D.Weaken(6 SECONDS)
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add_attack_logs(A, D, "Melee attacked with martial-art [src] : Leg sweep", ATKLOG_ALL)
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return TRUE
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@@ -61,7 +61,7 @@
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if(restraining && istype(G) && G.affecting == D)
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D.visible_message("<span class='danger'>[A] puts [D] into a chokehold!</span>", \
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"<span class='userdanger'>[A] puts you into a chokehold!</span>")
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D.SetSleeping(20)
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D.SetSleeping(40 SECONDS)
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restraining = FALSE
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if(G.state < GRAB_NECK)
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G.state = GRAB_NECK
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@@ -79,7 +79,7 @@
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playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, TRUE, -1)
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if(D.unEquip(I) && !(QDELETED(I) || (I.flags & ABSTRACT)))
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A.put_in_hands(I)
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D.Jitter(2)
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D.Jitter(4 SECONDS)
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D.apply_damage(5, BRUTE)
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else
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D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", "<span class='userdanger'>[A] attempted to disarm [D]!</span>")
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