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Port "Status Effects" and fixes #338
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<!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Part 2 - this includes porting the actual status_effect datum, modifying it to fit our purposes by backing it with timers similarly to old system, and finally implementing KD, KO and Stun with it. This contains Part 1 PR (#4828) so if you want to take a look at it I'd advise checking the last commits or setting up a compare between both branches. Predictable status timers. Current ones are bogus in their handling of "life tick correction" and will "stack" time even when they're not supposed to. Also provides a more robust backend for general effects, and integrates status effects into it. Summary testing of buckling interactions, explosion knock times, crawling, resting. Will have to be expanded once part 1 is ready :cl: add: Added Buckled, Handcuffed and Legcuffed screen alerts code: Ported /tg/ status effects backend, modified with timers to let effects end at appropriate time code: Stun, Knockdown and Knockout now use the new effects backend balance: Due to backend change, all KO/KD/Stuns may behave differently timing wise. This is of course subject to adjustments. balance: Endurance is now set at 8% effect duration reduction per level above 1. However it now compounds with species bonus. Feel free to adjust. balance: Knockdowns are not inherently incapacitating anymore and many sources of it have been updated to also stun to make up for it. fix: KO/KD/Stuns do not artificially and randomly ''stack'' due to incorrect timer offset calculation anymore. fix: Stuns now correctly apply Stun reduction values instead of Knockdown reductions. fix: Crawling can now be interrupted by a normal move, if you are fit enough to do so. /:cl: --------- Co-authored-by: forest2001 <[email protected]>
correcting mistakes in the merging process
# About the pull request Depends on Part 2 (#4842), reopening of #4844 Refactors daze and speech problems handling to back them by new status_effect-s and traits, fixes a few bugs, and gets rid of an unused and horrible bay12 relic horsehead with snowflake speech handling This just generally makes it more reliable timewise and allows further interactions in the future :cl: code: Refactored Daze to use new Status backend fix: Dazed screen effect now applies immediately fix: Stuttering now starts properly when dazed del: Removed unused disabilities code del: Removed an old, goofy and unused decade old horse mask /:cl: --------- Co-authored-by: forest2001 <[email protected]>
# About the pull request stun when exiting maintenance stations like in /obj/structure/closet/proc/dump_contents() <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game makes it function similarly to other places mobs can hide in # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Lok1 add: maintenance stations stun when exiting like closets /:cl: --------- Co-authored-by: SabreML <[email protected]>
cmss13-devs/cmss13#4842 - after we moved to the TG system for many status effects, certain things needed to be converted from WEAKEN to Stun/KnockDown in order to function properly - for example tablestunning was converted in that PR. From testing, it seems like flash, flashbang needs to be converted as well. # Explain why it's good for the game Fixes weird flash/flashbang issue(s) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: converts flash, flashbang to TG effect system, fixing issue(s) /:cl:
fix merge issue, lurkers kept flickering their invisibility
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About the pull request
Ports parts 2, 3, and fixes of PvP's status effects:
Part 1 was already merged previously:
Explain why it's good for the game
Better status effect backend, more predictable timers.
Testing Photographs and Procedure
Its too big. Gonna have to be testmerged.
Changelog
🆑
add: Added Buckled, Handcuffed and Legcuffed screen alerts
balance: Due to backend change, all KO/KD/Stuns may behave differently timing wise. This is of course subject to adjustments.
balance: Knockdowns are not inherently incapacitating anymore and many sources of it have been updated to also stun to make up for it.
fix: KO/KD/Stuns do not artificially and randomly ''stack'' due to incorrect timer offset calculation anymore.
fix: Stuns now correctly apply Stun reduction values instead of Knockdown reductions.
fix: Crawling can now be interrupted by a normal move, if you are fit enough to do so.
fix: Dazed screen effect now applies immediately
fix: Stuttering now starts properly when dazed
del: Removed an old, goofy and unused decade old horse mask
add: maintenance stations stun when exiting like closets
fix: converts flash, flashbang to TG effect system, fixing issue(s)
/:cl: