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)