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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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@@ -85,7 +85,7 @@
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playsound(M,'sound/weapons/resonator_blast.ogg', 50, 1)
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if(iscarbon(M))
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var/mob/living/carbon/L = M
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L.Weaken(6)
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L.Weaken(12 SECONDS)
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if(ishuman(L))
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shake_camera(L, 20, 1)
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addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)
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@@ -76,7 +76,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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var/mutable_appearance/balloon3
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if(isliving(A))
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var/mob/living/M = A
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M.Weaken(16) // Keep them from moving during the duration of the extraction
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M.Weaken(32 SECONDS) // Keep them from moving during the duration of the extraction
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M.buckled = 0 // Unbuckle them to prevent anchoring problems
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else
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A.anchored = TRUE
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@@ -110,7 +110,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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if(ishuman(A))
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var/mob/living/carbon/human/L = A
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L.SetParalysis(0)
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L.drowsyness = 0
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L.SetDrowsy(0)
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L.SetSleeping(0)
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sleep(30)
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var/list/flooring_near_beacon = list()
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@@ -380,7 +380,7 @@
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armour_penetration = 100
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damage_type = BRUTE
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hitsound = 'sound/effects/splat.ogg'
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weaken = 3
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weaken = 6 SECONDS
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/obj/item/projectile/hook/fire(setAngle)
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if(firer)
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@@ -117,9 +117,9 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
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if(C.glasses && C.glasses.flags_cover & GLASSESCOVERSEYES)
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visible_message("<span class='danger'>[C]'s glasses block the sand!</span>")
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return
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C.EyeBlurry(6)
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C.EyeBlurry(12 SECONDS)
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C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
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C.AdjustConfused(5)
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C.AdjustConfused(10 SECONDS)
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to_chat(C, "<span class='userdanger'>[src] gets into your eyes! The pain, it burns!</span>")
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qdel(src)
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