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