From aa7a376dd5c0e8ab45e3d754d831bf545644636c Mon Sep 17 00:00:00 2001 From: silicons <2003111+silicons@users.noreply.github.com> Date: Sun, 12 Sep 2021 20:10:01 -0700 Subject: [PATCH] removes DoT --- code/__DEFINES/status_effects.dm | 2 ++ code/datums/status_effects/debuffs.dm | 3 +++ code/game/objects/items/stunbaton.dm | 2 +- 3 files changed, 6 insertions(+), 1 deletion(-) diff --git a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm index 5c6c8b143c..b34e68e9ae 100644 --- a/code/__DEFINES/status_effects.dm +++ b/code/__DEFINES/status_effects.dm @@ -65,6 +65,8 @@ /// Blocks sprint #define STATUS_EFFECT_STAGGERED /datum/status_effect/staggered +#define STATUS_EFFECT_TASED_WEAK_NODMG /datum/status_effect/electrode/no_damage // no damage + #define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down #define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control diff --git a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm index d6cde67198..b75676dbd2 100644 --- a/code/datums/status_effects/debuffs.dm +++ b/code/datums/status_effects/debuffs.dm @@ -194,6 +194,9 @@ C.adjustStaminaLoss(max(0, stamdmg_per_ds * diff)) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing. last_tick = world.time +/datum/status_effect/electrode/no_damage + stamdmg_per_ds = 0 + /datum/status_effect/electrode/no_combat_mode id = "tased_strong" movespeed_mod = /datum/movespeed_modifier/status_effect/tased/no_combat_mode diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm index bfb0b9c0ff..6cc2385e62 100644 --- a/code/game/objects/items/stunbaton.dm +++ b/code/game/objects/items/stunbaton.dm @@ -214,7 +214,7 @@ if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton. L.DefaultCombatKnockdown(50, override_stamdmg = 0) - L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed. + L.apply_status_effect(STATUS_EFFECT_TASED_WEAK_NODMG, status_duration) //Even if they shove themselves up, they're still slowed. L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown. shoved = TRUE COOLDOWN_START(src, shove_cooldown, cooldown_duration)