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Trickwine refactor to use status effects (#3390)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request A general cleanup of code and moving alot of stuff over to status_effect to allow for better choreographing trickwine effects I started this in may and should probably finish this <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game cleans up alot of ugly and bad code. you can now tell if someone is hopped up on a trickwine easier. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Readds prism and force, heavily reworked. add: You can tell when someone is under the affects of a trickwine easier. balance: Alot of tweaks to the hostile effects because they can work off status effects now. balance: Trickwines off the blackmarket are slighter rarer and more expensive. balance: The reflective trait now grants full reflection instead of a 50/50 chance. refactor: Refactored alot of trickwine code, they work off of effects now and are easier to read. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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Original file line number | Diff line number | Diff line change |
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@@ -37,4 +37,4 @@ | |
name = "resin" | ||
icon_state = "atmos_resin" | ||
CanAtmosPass = ATMOS_PASS_NO | ||
timeleft = 1 | ||
timeleft = 50 |
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