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/tg/ Status Effects Part 2 - datum, KD, KO, Stuns #4842
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FWIW most of the sprites are actually unused, they didn't blend in well with the rest of the UI, so i just left cuff/buckle ones. Might need to cleanup |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
if(!remove_on_fullheal) | ||
return | ||
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// if(!heal_flag_necessary || (heal_flags & heal_flag_necessary)) |
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I cut down overlay integration & some other commented code Kept the commented rejuvenation flags since it's something we might want short term when adding more effects |
# 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]>
#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:
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:
About the pull request
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.
Explain why it's good for the game
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.
Testing Photographs and Procedure
Summary testing of buckling interactions, explosion knock times, crawling, resting. Will have to be expanded once part 1 is ready
Changelog
🆑
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: