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John Willard 751bfc08bb Removes the IC tab (#95893)
## 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.
/🆑
2026-05-26 16:27:09 -07:00

72 lines
2.7 KiB
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/datum/martial_art/spiders_bite
name = "Spider's Bite"
id = MARTIALART_SPIDERSBITE
help_verb = "Recall Teachings"
grab_damage_modifier = 10
grab_escape_chance_modifier = -20
/// REF() to the last mob we kicked
var/last_hit_ref
/// Counts the number of sequential kicks the user has landed on a target
var/last_hit_count = 0
/// Reference to the tackling component applied
var/datum/component/tackler/tackle_comp
/datum/martial_art/spiders_bite/activate_style(mob/living/new_holder)
. = ..()
RegisterSignal(new_holder, COMSIG_HUMAN_PUNCHED, PROC_REF(kick_disarm))
tackle_comp = new_holder.AddComponent(/datum/component/tackler, \
stamina_cost = 20, \
base_knockdown = 0.2 SECONDS, \
range = 5, \
speed = 1.5, \
skill_mod = 6, \
min_distance = 1, \
silent_gain = TRUE, \
)
/datum/martial_art/spiders_bite/deactivate_style(mob/living/old_holder)
. = ..()
UnregisterSignal(old_holder, COMSIG_HUMAN_PUNCHED)
QDEL_NULL(tackle_comp)
/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)
SIGNAL_HANDLER
if(!kicking)
last_hit_ref = null
return
var/new_hit_ref = REF(target)
if(last_hit_ref == new_hit_ref)
last_hit_count++
else
last_hit_count = 1
last_hit_ref = new_hit_ref
if(!prob(33 * last_hit_count))
return
var/obj/item/weapon = target.get_active_held_item()
if(isnull(weapon) || !target.dropItemToGround(weapon))
return
source.visible_message(
span_warning("[source] knocks [target]'s [weapon.name] out of [target.p_their()] hands with a kick!"),
span_notice("You channel the flow of gravity and knock [target]'s [weapon.name] out of [target.p_their()] hands with a kick!"),
span_hear("You hear a thud, followed by a clatter."),
)
/datum/martial_art/spiders_bite/get_prefered_attacking_limb(mob/living/martial_artist, mob/living/target)
if(!target.has_status_effect(/datum/status_effect/staggered))
return null
return IS_LEFT_INDEX(martial_artist.active_hand_index) ? BODY_ZONE_L_LEG : BODY_ZONE_R_LEG
/datum/martial_art/spiders_bite/get_style_help()
. = list()
. += span_info("<b><i>You retreat inward and recall the Spider Clan's techniques...</i></b>\n\
&bull; Remember, <b>Many Legged Spider</b>: Unarmed attacks against staggered opponents will always be kicks - granting you greater accuracy and damage.\n\
&bull; Remember, <b>Jump and Climb</b>: Right clicking on throw mode will perform a tackle which is far far less likely to fail.\n\
&bull; 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\
&bull; Remember, <b>Wrap in Web</b>: Your grabs will be harder to escape from.")
return .