[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
parent b32fb92770
commit 0f7a8707ef
311 changed files with 2268 additions and 2155 deletions
+1 -2
View File
@@ -29,5 +29,4 @@
flag = BULLET
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
weaken = 5
stun = 5
weaken = 10 SECONDS
@@ -84,8 +84,7 @@
/obj/item/projectile/bullet/sniper
damage = 70
stun = 5
weaken = 5
weaken = 10 SECONDS
armour_penetration = 50
/obj/item/ammo_box/magazine/sniper_rounds/antimatter
@@ -129,13 +128,12 @@
/obj/item/projectile/bullet/sniper/soporific
armour_penetration = 0
nodamage = 1
stun = 0
weaken = 0
/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && istype(target, /mob/living))
var/mob/living/L = target
L.SetSleeping(20)
L.SetSleeping(40 SECONDS)
return ..()
@@ -158,8 +156,7 @@
/obj/item/projectile/bullet/sniper/haemorrhage
armour_penetration = 25
damage = 45
stun = 3
weaken = 3
weaken = 6 SECONDS
/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && iscarbon(target))
@@ -188,7 +185,6 @@
name = "penetrator round"
damage = 60
forcedodge = 1
stun = 0
dismemberment = 0
weaken = 0