Make mindbreaking lower glimmer (#4121)

* mindwiping glimmerops (real)

* less stutter

* knock down and jitter

* dependency cleanup
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KOTOB 2025-08-02 14:12:24 -07:00 committed by GitHub
parent bbe9d6d2e8
commit 3b3204b0eb
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1 changed files with 7 additions and 5 deletions

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@ -5,13 +5,10 @@ using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Server.EUI;
using Content.Server.Psionics;
using Content.Server.Mind;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Jittering;
using Content.Shared.StatusEffect;
using Robust.Shared.Random;
using Robust.Shared.Prototypes;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.Abilities.Psionics
@ -23,6 +20,7 @@ namespace Content.Server.Abilities.Psionics
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly EuiManager _euiManager = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly SharedJitteringSystem _jittering = default!;
[Dependency] private readonly GlimmerSystem _glimmerSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@ -126,7 +124,11 @@ namespace Content.Server.Abilities.Psionics
}
}
_statusEffectsSystem.TryAddStatusEffect(uid, "Stutter", TimeSpan.FromMinutes(5), false, "StutteringAccent");
_glimmerSystem.Glimmer -= _random.Next(50, 70);
_statusEffectsSystem.TryAddStatusEffect(uid, "Stutter", TimeSpan.FromMinutes(1), false, "StutteringAccent");
_statusEffectsSystem.TryAddStatusEffect(uid, "KnockedDown", TimeSpan.FromSeconds(3), false, "KnockedDown");
_jittering.DoJitter(uid, TimeSpan.FromSeconds(10), false);
RemComp<PsionicComponent>(uid);
}