mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 23:11:52 +00:00
Relocates combat log proc as a child of unarmed_attack, adds procs for
checking antagonists and close combat modifiers
This commit is contained in:
@@ -690,6 +690,28 @@
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number += 2
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return number
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/mob/living/carbon/human/proc/magboot_stomp(mob/living/carbon/human/H as mob, datum/organ/external/affecting)
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visible_message("\red [src] raises one of \his magboots over [H]'s [affecting.display_name]...")
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attack_move = 1
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if(do_after(usr, 20))
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if(src.canmove && !src.lying && src.Adjacent(H) && H.lying)
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visible_message("\red <B>[src] stomps \his magboot down on [H]'s [affecting.display_name] with full force!</B>")
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apply_damage(rand(20,30), BRUTE, affecting, run_armor_check(affecting, "melee"))
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playsound(loc, 'sound/weapons/genhit3.ogg', 25, 1, -1)
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attack_move = 0
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src.attack_log += text("\[[time_stamp()]\] <font color='red'>Magboot-stomped [H.name] ([H.ckey])</font>")
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H.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been magboot-stomped by [src.name] ([src.ckey])</font>")
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msg_admin_attack("[key_name(src)] magboot-stomped [key_name(H)]")
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return 1
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return 0
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/mob/living/carbon/human/get_combat_buff(var/damage)
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if(check_special_role("Ninja") || check_special_role("Changeling"))
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damage += 3 // We assume Ninjas and Changelings are slightly better in combat than the usual human
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if(HULK in mutations)
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damage *= 2 // Hulks do twice the damage
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return damage * damage_multiplier
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/mob/living/carbon/human/IsAdvancedToolUser(var/silent)
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if(species.has_fine_manipulation)
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@@ -99,8 +99,7 @@
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if(!attack.is_usable(H))
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attack = H.species.secondary_unarmed
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if(!attack.is_usable(H))
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return 0 // COMMENT: This means that there's no way the secondary attack gets used, ever. Needs work ~Hubble
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return 0
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if(attack_move) return 0
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var/damage = rand(1, 5)
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@@ -110,23 +109,11 @@
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var/hit_zone = target_zone // The zone that is actually hit
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var/datum/organ/external/affecting = get_organ(hit_zone)
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// Snowflakey magboot stomp
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// Check for magboot attack
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if(src.lying && H.canmove && !H.lying && H.shoes && istype(H.shoes, /obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/mboots = H.shoes
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if(mboots.magpulse)
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visible_message("\red [H] raises one of \his magboots over [src]'s [affecting.display_name]...")
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attack_move = 1
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spawn(20)
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if(H.canmove && !H.lying && H.Adjacent(src) && src.lying)
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visible_message("\red <B>[H] stomps \his magboot down on [src]'s [affecting.display_name] with full force!</B>")
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apply_damage(rand(20,30), BRUTE, affecting, run_armor_check(affecting, "melee"))
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playsound(loc, 'sound/weapons/genhit3.ogg', 25, 1, -1)
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attack_move = 0
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H.attack_log += text("\[[time_stamp()]\] <font color='red'>Magboot-stomped [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been magboot-stomped by [M.name] ([M.ckey])</font>")
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msg_admin_attack("[key_name(M)] magboot-stomped [key_name(src)]")
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return 0
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return H.magboot_stomp(src, affecting)
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switch(src.a_intent)
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if("help")
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@@ -135,25 +122,27 @@
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accurate = 1
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if("hurt", "grab")
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// We're in a fighting stance, there's a chance we block
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if(prob(20) && src.canmove && (!src==M))
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if(prob(20) && src.canmove && !(src==H))
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block = 1
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if (M.grabbed_by.len)
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// Someone got a good grip on them, they won't be able to do much damage
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damage = max(0, damage - 2)
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if(src.grabbed_by.len || src.buckled || !src.canmove || src==M)
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if(src.grabbed_by.len || src.buckled || !src.canmove || src==H)
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accurate = 1 // certain circumstances make it impossible for us to evade punches
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// Process evasion and blocking
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if(!accurate)
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hit_zone = ran_zone(target_zone)
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if(prob(80))
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hit_zone = ran_zone(target_zone)
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if(prob(15) && hit_zone != "chest") // Missed!
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playsound(loc, attack.miss_sound, 25, 1, -1)
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visible_message("\red <B>[H] attempted to punch [src]!</B>")
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visible_message("\red [pick("The punch barely misses their [affecting.display_name]!", "[src] manages to dodge narrowly!")]")
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var/atk_verb = pick(attack.attack_verb)
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visible_message("\red <B>[H] attempted to [atk_verb] [src]!</B>")
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visible_message("\red [pick("The [pick(attack.attack_noun)] barely missed their [affecting.display_name]!", "[src] managed to dodge the [pick(attack.attack_noun)] narrowly!")]")
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H.attack_log += text("\[[time_stamp()]\] <font color='red'>attempted to [pick(attack.attack_verb)] [src.name] ([src.ckey]) (dodged)</font>")
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H.attack_log += text("\[[time_stamp()]\] <font color='red'>attempted to [atk_verb] [src.name] ([src.ckey]) (dodged)</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Dodged attack by [H.name] ([H.ckey])</font>")
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msg_admin_attack("[key_name(H)] attempted to [pick(attack.attack_verb)] [key_name(src)] (dodged)")
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return 0
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@@ -173,15 +162,12 @@
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [pick(attack.attack_verb)]ed by [H.name] ([H.ckey])</font>")
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msg_admin_attack("[key_name(H)] [pick(attack.attack_verb)]ed [key_name(src)]")
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// This here is where buffs go
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if(H.mind && (H.mind.special_role == "Ninja" || H.mind.special_role == "Changeling"))
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damage += 2 // We assume Ninjas and Changelings are slightly better in combat than the usual human
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if(HULK in H.mutations)
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damage *= 2 // Hulks do twice the damage
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// Apply possible buffs
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damage = H.get_combat_buff(damage)
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var/armor_block = run_armor_check(affecting, "melee") // IMPORTANT: To run armor check after attack log as it produces a log itself
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var/numb = rand(0, 100)
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if(damage >= 5 && armor_block < 2 && !lying && numb <= damage*5)
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if(damage >= 5 && armor_block < 2 && !(src == H) && numb <= damage*5) // 25% standard chance
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switch(hit_zone) // strong punches can have effects depending on where they hit
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if("head")
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// Induce blurriness
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@@ -198,17 +184,22 @@
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visible_message("\red [src] [pick("dropped", "let go off")] \the [r_hand][pick("", " with a scream")]!")
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drop_r_hand()
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if("chest")
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visible_message("\red [pick("[src] was sent flying backward a few metres!", "[src] staggers back from the impact!")]")
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step(src, get_dir(get_turf(M), get_turf(src)))
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apply_effect(0.4*damage, WEAKEN, armor_block)
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if(!src.lying)
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visible_message("\red [pick("[src] was sent flying backward a few metres!", "[src] staggers back from the impact!")]")
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step(src, get_dir(get_turf(M), get_turf(src)))
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apply_effect(0.4*damage, WEAKEN, armor_block)
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if("groin")
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visible_message("\red [src] looks like \he is in pain!", (gender=="female")?"\red <i>Oh god that hurt!</i>":"\red <i>Oh no, not your[pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!</i>")
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apply_effects(stutter=damage*2, agony=damage*3, blocked=armor_block)
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if("l_leg", "l_foot", "r_leg", "r_foot")
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visible_message("\red [src] gives way slightly.")
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apply_effect(damage*3, AGONY, armor_block)
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else if(damage >= 5 && numb >= damage*10) // Chance to get the usual throwdown as well
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visible_message("\red [src] [pick("slumps", "falls", "drops")] down to the ground!")
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if(!src.lying)
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visible_message("\red [src] gives way slightly.")
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apply_effect(damage*3, AGONY, armor_block)
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else if(damage >= 5 && !(src == H) && numb+damage*5 >= 100 && armor_block < 2) // Chance to get the usual throwdown as well (25% standard chance)
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if(!src.lying)
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visible_message("\red [src] [pick("slumps", "falls", "drops")] down to the ground!")
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else
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visible_message("\red [src] has been weakened!")
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apply_effect(3, WEAKEN, armor_block)
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// Sum up species damage bonus at the very end so xenos don't get buffed stun chances
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@@ -24,6 +24,7 @@
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var/b_skin = 0
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var/size_multiplier = 1 //multiplier for the mob's icon size
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var/damage_multiplier = 1 //multiplies melee combat damage
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var/icon_update = 1 //whether icon updating shall take place
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var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
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@@ -550,8 +550,6 @@
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/datum/unarmed_attack/punch/combat_log(mob/living/carbon/human/M as mob, mob/living/carbon/human/T as mob, zone, damage)
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var/skill = M.skills["combat"]
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// if (M.mind && M.mind.special_role == "Ninja")
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// skill = 3
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var/datum/organ/external/affecting = T.get_organ(zone)
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var/organ = affecting.display_name
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@@ -562,62 +560,30 @@
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M.visible_message("\red <B>[M] [pick(attack_verb)]ed \himself in the [organ]!</B>")
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return 0
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if(!T.lying)
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switch(skill)
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if(0)
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switch(zone)
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if("head", "chest", "l_arm", "r_arm", "l_hand", "r_hand")
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M.visible_message("\red <B>[M] [pick("flailed", "thrashed")] at [T]'s [organ]!</B>")
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if("groin", "l_leg", "r_leg", "l_foot", "r_foot")
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M.visible_message("\red <B>[M] [pick("kicked", "thrashed")] at [T]'s [organ]!</B>")
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if(1 to 2) // Amateur, Trained
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switch(zone)
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if("head")
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// ----- HEAD ----- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] slapped [T] across \his cheek!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] struck [T] in the head[pick("", " with a closed fist")]!</B>")
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if(5) M.visible_message("\red <B>[M] gave [T] a resounding slap to the face!</B>")
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if("chest", "l_arm", "r_arm", "l_hand", "r_hand")
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// -- UPPER BODY -- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] slapped [T]'s [organ]!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [findtext(zone, "hand")?"[pick(attack_verb)]ed":pick("[pick(attack_verb)]ed", "shoulders")] [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] rammed \his [pick(attack_noun)] into [T]'s [organ]!</B>")
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if("groin", "l_leg", "r_leg")
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// -- LOWER BODY -- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] gave [T] a light kick to the [organ]!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [pick("kicked", "kneed")] [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] landed a strong kick against [T]'s [organ]!</B>")
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if("l_foot", "r_foot")
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// ----- FEET ----- //
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switch(damage)
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if(1 to 4) M.visible_message("\red <B>[M] kicked [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] stomped down hard on [T]'s [organ]!")
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if(3) // Professional
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switch(zone)
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if("head")
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// ----- HEAD ----- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] threw a [pick("jab", "cross", "hook")] punch against [T]'s head!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] threw an uppercut on [T]!</B>")
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if(5 to 6) M.visible_message("\red <B>[M] grabbed [T]'s head and gave \him a strong headbutt!</B>")
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if("chest", "l_arm", "r_arm", "l_hand", "r_hand")
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// -- UPPER BODY -- //
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switch(damage)
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if(1 to 4) M.visible_message("\red <B>[M] [findtext(zone, "hand")?"[pick(attack_verb)]ed":pick("[pick(attack_verb)]ed", "shoulders")] [T] in \his [organ]!</B>")
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if(5 to 6) M.visible_message("\red <B>[M] rammed \his [pick(attack_noun)] into [T]'s [organ]!</B>")
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if("groin", "l_leg", "r_leg")
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// -- LOWER BODY -- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] threw a light [pick("front", "side")] kick against [T]'s [organ]!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] gave [T] a [pick("knee strike", "kick")] in \his [organ]!</B>")
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if(5 to 6) M.visible_message("\red <B>[M] threw a strong [pick("front", "side", "roundhouse")] kick against [T]'s [organ]!</B>")
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if("l_foot", "r_foot")
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// ----- FEET ----- //
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switch(damage)
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if(1 to 4) M.visible_message("\red <B>[M] kicked [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] stomped down hard on [T]'s [organ]!")
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switch(zone)
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if("head")
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// ----- HEAD ----- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] slapped [T] across \his cheek!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] struck [T] in the head[pick("", " with a closed fist")]!</B>")
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if(5) M.visible_message("\red <B>[M] gave [T] a resounding slap to the face!</B>")
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if("chest", "l_arm", "r_arm", "l_hand", "r_hand")
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// -- UPPER BODY -- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] slapped [T]'s [organ]!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [findtext(zone, "hand")?"[pick(attack_verb)]ed":pick("[pick(attack_verb)]ed", "shoulders")] [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] rammed \his [pick(attack_noun)] into [T]'s [organ]!</B>")
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if("groin", "l_leg", "r_leg")
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// -- LOWER BODY -- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] gave [T] a light kick to the [organ]!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [pick("kicked", "kneed")] [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] landed a strong kick against [T]'s [organ]!</B>")
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if("l_foot", "r_foot")
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// ----- FEET ----- //
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switch(damage)
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if(1 to 4) M.visible_message("\red <B>[M] kicked [T] in \his [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] stomped down hard on [T]'s [organ]!")
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else if (M.loc != T.loc)
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M.visible_message("\red <B>[M] [pick("stomped down hard on", "kicked against", "gave a strong kick against", "rams their foot into")] [T]'s [organ]!</B>")
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else
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@@ -630,7 +596,7 @@
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damage = 5
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/datum/unarmed_attack/claws
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attack_verb = list("scratch", "claw", "gouge")
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attack_verb = list("scratch", "claw", "goug")
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attack_noun = list("claws")
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attack_sound = 'sound/weapons/slice.ogg'
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miss_sound = 'sound/weapons/slashmiss.ogg'
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@@ -640,8 +606,6 @@
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/datum/unarmed_attack/claws/combat_log(mob/living/carbon/human/M as mob, mob/living/carbon/human/T as mob, zone, damage)
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var/skill = M.skills["combat"]
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// if (M.mind && M.mind.special_role == "Ninja")
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// skill = 3
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var/datum/organ/external/affecting = T.get_organ(zone)
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var/organ = affecting.display_name
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@@ -651,23 +615,20 @@
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if(T == M)
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M.visible_message("\red <B>[M] [pick(attack_verb)]ed \himself in the [organ]!</B>")
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return 0
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switch(skill)
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if(0)
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M.visible_message("\red <B>[M] [pick("flailed", "clawed")] at [T]'s [organ]!</B>")
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if(1 to 3)
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switch(zone)
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if("head")
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// ----- HEAD ----- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] scratched [T] across \his cheek!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [pick("", "the side of")][T] [pick("head", "neck")][pick("", " with spread [pick(attack_noun)]")]!</B>")
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if(5) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [T] across \his face!</B>")
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if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
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// ----- BODY ----- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] scratched [T]'s [organ]!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [pick("", "the side of")][T]'s [organ]!</B>")
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if(5) M.visible_message("\red <B>[M] digs \his [pick(attack_noun)] deep into [T]'s [organ]!</B>")
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switch(zone)
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if("head")
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// ----- HEAD ----- //
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switch(damage)
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if(1 to 2) M.visible_message("\red <B>[M] scratched [T] across \his cheek!</B>")
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if(3 to 4) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [pick("", "the side of")][T] [pick("head", "neck")][pick("", " with spread [pick(attack_noun)]")]!</B>")
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if(5) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [T] across \his face!</B>")
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||||
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
|
||||
// ----- BODY ----- //
|
||||
switch(damage)
|
||||
if(1 to 2) M.visible_message("\red <B>[M] scratched [T]'s [organ]!</B>")
|
||||
if(3 to 4) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [pick("", "the side of")][T]'s [organ]!</B>")
|
||||
if(5) M.visible_message("\red <B>[M] digs \his [pick(attack_noun)] deep into [T]'s [organ]!</B>")
|
||||
|
||||
/datum/unarmed_attack/claws/strong
|
||||
attack_verb = list("slash")
|
||||
|
||||
@@ -642,6 +642,9 @@ var/list/slot_equipment_priority = list( \
|
||||
var/mob/pulled = AM
|
||||
pulled.inertia_dir = 0
|
||||
|
||||
/mob/proc/get_combat_buff(var/damage)
|
||||
return damage
|
||||
|
||||
/mob/proc/can_use_hands()
|
||||
return
|
||||
|
||||
|
||||
Reference in New Issue
Block a user