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Smelling salts behaviour changes + 'Inhaled' trigger #16703
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I like this a lot, but it gets me thinking, wouldn't it make sense to have a INHALE parameter that differs from INGEST? Like it could be useful for differentiating behavior in smoke and ampoules from behavior in drinking or taking pills. |
as mentioned, this is added via param_list. i dont see a need to completely rewrite chemistry to support more than INGEST/TOUCH considering that INHALE will ultimately be INGEST with extra effects. |
var/seconds_left = round(duration/10) | ||
var/cooldown = (maxDuration/10 - benefit_duration) | ||
var/bonusRemaining = max(0,(seconds_left - cooldown)/benefit_duration) |
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I feel like this math could be simplified quite a bit - 1 + (duration - maxDuration) / (benefit_duration SECONDS)
is (essentially) equivalent
(Also not actually an issue but swapping from snake_case to camelCase over the course of 3 lines is a little silly)
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too much codebase swapping :''(
# Conflicts: # code/modules/chemistry/tools/ampoules.dm # icons/ui/statussystem.dmi
[CHEMISTRY][FEATURE]
About the PR
When inhaled via an ampoule (using a new 'inhaled' feature specific to them or chemsmoke), Smelling Salts burn out your sinuses for 6 minutes:
status effect icons (health bonus active, then the remaining 5 minutes):
Smelling salts no longer has an as-yet-unexplained healing effect between -5~-35 health.
TECHNICAL: Adds a new parameter to ampoules, signifying the contents were inhaled. This still counts as INGEST, but chemicals that care for the parameter can look for it.
Why's this needed?
Smelling salts' main effect right now is as a purgative, I thought it'd be neat to give it some cool unique effects for particularly tense wrestling matches, or fights. Your gang leader KO'ed? crack open an ampoule under their nose.
I set the cooldown as a 'makes sense between wrestling matches' but I think there could be a rationale for further increasing it. The strongest benefits of this are reserved to it being applied externally, though.
Changelog