diff --git a/code/datums/martial/sleeping_carp.dm b/code/datums/martial/sleeping_carp.dm index 90e1627a249..0734aaaf31f 100644 --- a/code/datums/martial/sleeping_carp.dm +++ b/code/datums/martial/sleeping_carp.dm @@ -28,7 +28,7 @@ ///this var is so that the strong punch is always aiming for the body part the user is targeting and not trying to apply to the chest before deviating var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected)) A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) - var/atk_verb = pick("kick", "chop", "hit", "slam") + var/atk_verb = pick("precisely kick", "brutally chop", "cleanly hit", "viciously slam") ///this is the critical hit damage added to the attack if it rolls, it starts at 0 because it'll be changed when rolled var/crit_damage = 0 D.visible_message("[A] [atk_verb]s [D]!", \ @@ -37,7 +37,7 @@ if(prob(10)) crit_damage += 20 playsound(get_turf(D), 'sound/weapons/bite.ogg', 50, TRUE, -1) - D.visible_message("[D] sputters blood as the blow strikes them with inhuman force!", "You are struck with incredible precision by [A]!") + D.visible_message("[D] is sent reeling as the blow strikes them with inhuman force!", "You are struck with incredible precision by [A]!") log_combat(A, D, "critcal strong punched (Sleeping Carp)")//log it here because a critical can swing for 40 force and it's important for the sake of how hard they hit else playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1) @@ -63,12 +63,13 @@ playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1) if((D.mobility_flags & MOBILITY_STAND)) D.apply_damage(10, A.dna.species.attack_type, BODY_ZONE_HEAD) + D.apply_damage(40, STAMINA, BODY_ZONE_HEAD) D.Knockdown(40) D.visible_message("[A] kicks [D] in the head, sending them face first into the floor!", \ "You are kicked in the head by [A], sending you crashing to the floor!", "You hear a sickening sound of flesh hitting flesh!", COMBAT_MESSAGE_RANGE, A) - if(!(D.mobility_flags & MOBILITY_STAND)) + else D.apply_damage(5, A.dna.species.attack_type, BODY_ZONE_HEAD) - D.adjustStaminaLoss(40) + D.apply_damage(40, STAMINA, BODY_ZONE_HEAD) D.drop_all_held_items() D.visible_message("[A] kicks [D] in the head!", \ "You are kicked in the head by [A]!", "You hear a sickening sound of flesh hitting flesh!", COMBAT_MESSAGE_RANGE, A) @@ -88,8 +89,8 @@ return TRUE var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected)) A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) - var/atk_verb = pick("kicks", "chops", "hits", "slams") - D.visible_message("[A] [atk_verb] [D]!", \ + var/atk_verb = pick("kick", "chop", "hit", "slam") + D.visible_message("[A] [atk_verb]s [D]!", \ "[A] [atk_verb]s you!", null, null, A) to_chat(A, "You [atk_verb] [D]!") D.apply_damage(rand(10,15), BRUTE, affecting)