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## About The Pull Request Removes the IC tab in its entirety - Some mobs (Blob Minion & Lightgeist) had manually removed the "pull" verb, this replaces it with taking away their pull force. - Lightgeist had their "Me" verb manually removed, this is replaced by giving them Emotemute trait (the same that mime's bane gives) - Floor Changer: You can now RMB the arrow buttons to look in a direction w/o moving. Added a tip to help with this. - Exit Hivemind: Already an action button and was removed without further edits ### Removed entirely Rest Resist Look Up/Down Move Upwards/Down Activate Held Object Open Language Menu Memories View Skills ### Moved to command bar (secret verb ooh) because I am biased Sleep Navigate ### Martial Arts Martial Arts had a button to see your current skills & the ability to cycle between artstyles. This was replaced with 1 action button that does both of these. <img width="317" height="148" alt="image" src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044" /> Name auto-updates as you swap artstyle to whatever help verb the current style uses. Mention of RMB in the name is only there if you have more than 1 martial art, but the desc will remain just so players can see it even if they only have one, for future reference. ## Why It's Good For The Game Brings greater visibility to Martial Art stuff, and especially since the stat panel is being made optional we should not be hiding ANYTHING in there. This also helps me with my project listed in https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view And also fixes some sorta-removed features due to removing verbs not matching people's actual powers due to new features like "Custom Me" and "Ctrl Clicking". ## Changelog 🆑 SirNightKnight (sprites), JohnFulpWillard del: Deleted the "IC" tab of the stat panel. fix: Lightgeists can't emote or pull as intended. fix: Blob minions can't pull again. qol: Martial Art users now have an action button for their artstyle-related businesses, rather than it being in the stat panel. qol: You can now right-click the move up/down UI buttons to look in the direction without moving. /🆑
72 lines
2.7 KiB
Plaintext
72 lines
2.7 KiB
Plaintext
/datum/martial_art/spiders_bite
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name = "Spider's Bite"
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id = MARTIALART_SPIDERSBITE
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help_verb = "Recall Teachings"
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grab_damage_modifier = 10
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grab_escape_chance_modifier = -20
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/// REF() to the last mob we kicked
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var/last_hit_ref
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/// Counts the number of sequential kicks the user has landed on a target
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var/last_hit_count = 0
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/// Reference to the tackling component applied
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var/datum/component/tackler/tackle_comp
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/datum/martial_art/spiders_bite/activate_style(mob/living/new_holder)
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. = ..()
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RegisterSignal(new_holder, COMSIG_HUMAN_PUNCHED, PROC_REF(kick_disarm))
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tackle_comp = new_holder.AddComponent(/datum/component/tackler, \
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stamina_cost = 20, \
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base_knockdown = 0.2 SECONDS, \
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range = 5, \
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speed = 1.5, \
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skill_mod = 6, \
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min_distance = 1, \
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silent_gain = TRUE, \
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)
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/datum/martial_art/spiders_bite/deactivate_style(mob/living/old_holder)
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. = ..()
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UnregisterSignal(old_holder, COMSIG_HUMAN_PUNCHED)
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QDEL_NULL(tackle_comp)
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/datum/martial_art/spiders_bite/proc/kick_disarm(mob/living/source, mob/living/target, damage, attack_type, obj/item/bodypart/affecting, final_armor_block, kicking, limb_sharpness)
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SIGNAL_HANDLER
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if(!kicking)
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last_hit_ref = null
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return
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var/new_hit_ref = REF(target)
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if(last_hit_ref == new_hit_ref)
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last_hit_count++
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else
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last_hit_count = 1
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last_hit_ref = new_hit_ref
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if(!prob(33 * last_hit_count))
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return
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var/obj/item/weapon = target.get_active_held_item()
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if(isnull(weapon) || !target.dropItemToGround(weapon))
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return
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source.visible_message(
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span_warning("[source] knocks [target]'s [weapon.name] out of [target.p_their()] hands with a kick!"),
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span_notice("You channel the flow of gravity and knock [target]'s [weapon.name] out of [target.p_their()] hands with a kick!"),
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span_hear("You hear a thud, followed by a clatter."),
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)
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/datum/martial_art/spiders_bite/get_prefered_attacking_limb(mob/living/martial_artist, mob/living/target)
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if(!target.has_status_effect(/datum/status_effect/staggered))
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return null
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return IS_LEFT_INDEX(martial_artist.active_hand_index) ? BODY_ZONE_L_LEG : BODY_ZONE_R_LEG
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/datum/martial_art/spiders_bite/get_style_help()
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. = list()
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. += span_info("<b><i>You retreat inward and recall the Spider Clan's techniques...</i></b>\n\
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• Remember, <b>Many Legged Spider</b>: Unarmed attacks against staggered opponents will always be kicks - granting you greater accuracy and damage.\n\
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• Remember, <b>Jump and Climb</b>: Right clicking on throw mode will perform a tackle which is far far less likely to fail.\n\
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• Remember, <b>Flow of Gravity</b>: Kicking opponents will have a chance to knock their weapons to the floor. The chance increases for each sequential kick.\n\
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• Remember, <b>Wrap in Web</b>: Your grabs will be harder to escape from.")
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return .
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