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Merge pull request #50388 from necromanceranne/scarp_cleanup
Just some small fixes for scarp
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@@ -28,7 +28,7 @@
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///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
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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var/atk_verb = pick("kick", "chop", "hit", "slam")
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var/atk_verb = pick("precisely kick", "brutally chop", "cleanly hit", "viciously slam")
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///this is the critical hit damage added to the attack if it rolls, it starts at 0 because it'll be changed when rolled
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var/crit_damage = 0
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D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
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@@ -37,7 +37,7 @@
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if(prob(10))
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crit_damage += 20
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playsound(get_turf(D), 'sound/weapons/bite.ogg', 50, TRUE, -1)
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D.visible_message("<span class='warning'>[D] sputters blood as the blow strikes them with inhuman force!</span>", "<span class='userdanger'>You are struck with incredible precision by [A]!</span>")
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D.visible_message("<span class='warning'>[D] is sent reeling as the blow strikes them with inhuman force!</span>", "<span class='userdanger'>You are struck with incredible precision by [A]!</span>")
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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
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else
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
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@@ -63,12 +63,13 @@
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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if((D.mobility_flags & MOBILITY_STAND))
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D.apply_damage(10, A.dna.species.attack_type, BODY_ZONE_HEAD)
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D.apply_damage(40, STAMINA, BODY_ZONE_HEAD)
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D.Knockdown(40)
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D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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if(!(D.mobility_flags & MOBILITY_STAND))
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else
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D.apply_damage(5, A.dna.species.attack_type, BODY_ZONE_HEAD)
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D.adjustStaminaLoss(40)
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D.apply_damage(40, STAMINA, BODY_ZONE_HEAD)
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D.drop_all_held_items()
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D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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@@ -88,8 +89,8 @@
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return TRUE
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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var/atk_verb = pick("kicks", "chops", "hits", "slams")
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D.visible_message("<span class='danger'>[A] [atk_verb] [D]!</span>", \
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var/atk_verb = pick("kick", "chop", "hit", "slam")
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D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
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"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
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to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
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D.apply_damage(rand(10,15), BRUTE, affecting)
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