[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
@@ -82,19 +82,19 @@
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.apply_effect(5, WEAKEN, H.run_armor_check(null, MELEE))
H.apply_effect(10 SECONDS, WEAKEN, H.run_armor_check(null, MELEE))
else
L.Weaken(5)
L.Weaken(10 SECONDS)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
Weaken(2, 1, 1)
Weaken(4 SECONDS, TRUE)
toggle_leap(0)
pounce_cooldown = world.time + pounce_cooldown_time
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='alertalien'>[src] smashes into [A]!</span>")
Weaken(2, 1, 1)
Weaken(4 SECONDS, TRUE)
if(leaping)
leaping = 0
@@ -119,7 +119,7 @@
message = "<B>\The [src]</B> jumps!"
m_type = 1
if("collapse")
Paralyse(2)
Paralyse(4 SECONDS)
message = "<B>\The [src]</B> collapses!"
m_type = 2
if("flip")
@@ -60,7 +60,7 @@
if(3.0)
b_loss += 30
if(prob(50) && !shielded)
Paralyse(1)
Paralyse(2 SECONDS)
AdjustEarDamage(15, 60)
take_overall_damage(b_loss, f_loss)
@@ -7,7 +7,7 @@
adjustBruteLoss(15)
var/hitverb = "punched"
if(mob_size < MOB_SIZE_LARGE)
Paralyse(1)
Paralyse(2 SECONDS)
spawn(0)
step_away(src, user, 15)
sleep(1)
@@ -27,7 +27,7 @@
visible_message("<span class='danger'>[M] has punched [src]!</span>", \
"<span class='userdanger'>[M] has punched [src]!</span>")
if((stat != DEAD) && (damage > 9||prob(5)))//Regular humans have a very small chance of weakening an alien.
Paralyse(2)
Paralyse(4 SECONDS)
visible_message("<span class='danger'>[M] has weakened [src]!</span>", \
"<span class='userdanger'>[M] has weakened [src]!</span>", \
"<span class='danger'>You hear someone fall.</span>")
@@ -40,7 +40,7 @@
if(INTENT_DISARM)
if(!lying)
if(prob(5))//Very small chance to push an alien down.
Paralyse(2)
Paralyse(4 SECONDS)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
add_attack_logs(M, src, "Pushed over")
visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \