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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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co-authored by
SteelSlayer
mochi
parent
b32fb92770
commit
0f7a8707ef
@@ -128,7 +128,7 @@
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if((D.stat != DEAD) && damage >= A.dna.species.punchstunthreshold)
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D.visible_message("<span class='danger'>[A] has weakened [D]!!</span>", \
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"<span class='userdanger'>[A] has weakened [D]!</span>")
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D.apply_effect(4, WEAKEN, armor_block)
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D.apply_effect(8 SECONDS, WEAKEN, armor_block)
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D.forcesay(GLOB.hit_appends)
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else if(D.lying)
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D.forcesay(GLOB.hit_appends)
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@@ -333,7 +333,7 @@
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add_fingerprint(user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
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user.Weaken(3)
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user.Weaken(6 SECONDS)
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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(2*force, BRUTE, "head")
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@@ -372,13 +372,13 @@
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if(prob(10))
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H.visible_message("<span class='warning'>[H] collapses!</span>", \
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"<span class='userdanger'>Your legs give out!</span>")
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H.Weaken(4)
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if(H.staminaloss && !H.sleeping)
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H.Weaken(8 SECONDS)
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if(H.staminaloss && !H.IsSleeping())
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var/total_health = (H.health - H.staminaloss)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
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H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
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"<span class='userdanger'>[user] knocks you unconscious!</span>")
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H.SetSleeping(30)
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H.SetSleeping(60 SECONDS)
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H.adjustBrainLoss(25)
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return
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else
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