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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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@@ -61,8 +61,9 @@
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D.emote("scream")
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D.drop_item()
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D.apply_damage(5, BRUTE, pick("l_arm", "r_arm"))
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D.Stun(1)
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spawn(50) has_focus = 1
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D.Stun(2 SECONDS)
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spawn(50)
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has_focus = 1
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return 1
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to_chat(A, "<span class='warning'>You are not focused enough to use that move yet!</span>")
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return 0
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@@ -106,7 +107,7 @@
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to_chat(A, "<span class='warning'>You feel [D] go limp in your grip.</span>")
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to_chat(D, "<span class='userdanger'>You feel your consciousness slip away as [A] strangles you!</span>")
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D.AdjustParalysis(20)
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D.AdjustParalysis(40 SECONDS)
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has_choke_hold = 0
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@@ -126,9 +127,10 @@
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var/atom/throw_target = get_ranged_target_turf(D, get_dir(D, get_step_away(D, A)), 3) // Get a turf 3 tiles away from the target relative to our direction from him.
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D.throw_at(throw_target, 200, 4) // Throw the poor bastard at the target we just gabbed.
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D.Weaken(2)
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D.Weaken(4 SECONDS)
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
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spawn(50) has_focus = 1
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spawn(50)
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has_focus = 1
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return 1
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to_chat(A, "<span class='warning'>You are not focused enough to use that move yet!</span>")
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return 0
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