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