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Martial arts improvements and additions (#6094)
-adds framework for weapons based martial arts, implementing a very basic swordsmanship -makes the martial art books more modular -fixes some minor issues with some of the martial art code -adds amohdan swordsmen gear, to be used in a future event/sold by the merchant - fixes #6083
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@@ -91,10 +91,17 @@ avoid code duplication. This includes items that may sometimes act as a standard
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var/power = force
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if(HULK in user.mutations)
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power *= 2
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if(istype(user, /mob/living/carbon/human))
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if(ishuman(user))
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var/mob/living/carbon/human/X = user
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if(X.gloves && istype(X.gloves,/obj/item/clothing/gloves/force))
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var/obj/item/clothing/gloves/force/G = X.gloves
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power *= G.amplification
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if(ishuman(target))
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if(X.martial_art && X.martial_art.weapon_affinity && istype(src, X.martial_art.weapon_affinity))
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perform_technique(target, X, hit_zone)
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return target.hit_with_weapon(src, user, power, hit_zone)
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/obj/item/proc/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone) //used when weapons have special interactions with martial arts
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return
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