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Drunkard accent #2698
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Drunkard accent #2698
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this uses a modified version of SlurredSystem's Accentuate for the trait with hardcoded values and removing the burping and "huh" additions. the functionality *could* be extracted into a static method, however it would require changing code in non-Floof code when this works perfectly fine
return sb.ToString(); | ||
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private void OnAccent(EntityUid uid, DrunkardAccentComponent component, AccentGetEvent args) |
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use Entity<DrunkardAccentComponent> ent
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public sealed class DrunkardAccentSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!; |
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rename to _statusEffects
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namespace Content.Server._DV.Speech.EntitySystems; | ||
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only 1 blank line here not 2
About the PR
Adds a "drunkard accent", a trait that makes a character's speech slurred like they're drunk.
Port of Fansana/floofstation1#476
Why / Balance
There are a few alcoholic characters that would benefit from being "constantly drunk" without the actual status effect. This could be a good effect for other characters that have a speech impediment.
Technical details
This uses a modified version of SlurredSystem's Accentuate for the trait with hardcoded values and removing the burping and "huh" additions. The functionality could be extracted into a static method, however it would require changing code in non-Floof code when this works perfectly fine; reducing changes to the codebase is preferable.
If the character is drunk past a certain point, the SlurredSpeech effect will take precedence over DrunkardAccent.
Media
Requirements
Breaking changes
Changelog
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