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Some additional adjustments
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@@ -135,8 +135,7 @@
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to_chat(usr, "<span class='notice'>Gnashing Teeth</span>: Harm Harm. Deal additional damage ever second punch, with a chance for even more damage!")
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to_chat(usr, "<span class='notice'>Crashing Wave Kick</span>: Harm Disarm. Launch people brutally across rooms, and away from you.")
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to_chat(usr, "<span class='notice'>Keelhaul</span>: Harm Grab. Kick opponents to the floor. Against prone targets, deal additional stamina damage and disarm them.")
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to_chat(usr, "<span class='notice'>In addition, your body has become incredibly resilient to most forms of attack. Weapons cannot readily pierce your hardened skin, and you are highly resistant to stuns and stamina damage, and quickly recover from stamina damage. However, you are not invincible, and sustained damage will take it's toll."</span>)
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to_chat(usr, "<span class='notice'>In addition, your body has become incredibly resilient to most forms of attack. Weapons cannot readily pierce your hardened skin, and you are highly resistant to stuns and knockdowns, and quickly recover from stamina damage. However, you are not invincible, and sustained damage will take it's toll.</span>")
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/obj/item/twohanded/bostaff
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name = "bo staff"
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@@ -240,7 +240,7 @@
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to_chat(user, "<span class ='userdanger'>You hit yourself over the head!</span>")
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user.Paralyze(knockdown_time_carbon * force)
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user.adjustStaminaLoss(stamina_damage)
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user.apply_damage(stamina_damage, STAMINA, BODY_ZONE_HEAD)
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additional_effects_carbon(user) // user is the target here
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if(ishuman(user))
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@@ -292,7 +292,7 @@
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playsound(get_turf(src), on_stun_sound, 75, TRUE, -1)
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target.Knockdown(knockdown_time_carbon)
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target.adjustStaminaLoss(stamina_damage)
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target.apply_damage(stamina_damage, STAMINA)
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additional_effects_carbon(target, user)
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log_combat(user, target, "stunned", src)
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@@ -223,7 +223,7 @@
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L.Jitter(20)
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L.confused = max(confusion_amt, L.confused)
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L.stuttering = max(8, L.stuttering)
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L.adjustStaminaLoss(stamina_loss_amt)
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L.apply_damage(stamina_loss_amt, STAMINA)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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addtimer(CALLBACK(src, .proc/apply_stun_effect_end, L), apply_stun_delay)
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