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Rebalances Krav Maga for Stamina Combat (#18404)
* STOMPS YOU STOMPS YOU STOMPS YOU * i forgor
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@@ -1,6 +1,6 @@
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/datum/martial_combo/krav_maga/leg_sweep
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name = "Leg Sweep"
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explaination_text = "Trips the victim, rendering them prone and unable to move for a short time."
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explaination_text = "Trips the victim, rendering them prone for a short time."
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/datum/martial_combo/krav_maga/leg_sweep/perform_combo(mob/living/carbon/human/user, mob/living/target, datum/martial_art/MA)
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if(target.stat || target.IsWeakened())
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@@ -16,7 +16,7 @@
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"<span class='userdanger'>[user] leg sweeps you!</span>")
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playsound(get_turf(user), 'sound/effects/hit_kick.ogg', 50, 1, -1)
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target.apply_damage(5, BRUTE)
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target.Weaken(4 SECONDS)
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target.KnockDown(4 SECONDS)
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add_attack_logs(user, target, "Melee attacked with martial-art [src] : Leg Sweep", ATKLOG_ALL)
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user.mind.martial_art.in_stance = FALSE
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return MARTIAL_COMBO_DONE_CLEAR_COMBOS
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@@ -1,6 +1,6 @@
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/datum/martial_combo/krav_maga/lung_punch
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name = "Lung Punch"
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explaination_text = "Delivers a strong punch just above the victim's abdomen, constraining the lungs. The victim will be unable to breathe for a short time."
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explaination_text = "Delivers a strong punch just above the victim's abdomen, constraining the lungs. The victim will be unable to breathe for a short time, and can be incapacitated with a few more punches."
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/datum/martial_combo/krav_maga/lung_punch/perform_combo(mob/living/carbon/human/user, mob/living/target, datum/martial_art/MA)
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user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
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@@ -8,7 +8,7 @@
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"<span class='userdanger'>[user] slams your chest! You can't breathe!</span>")
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playsound(get_turf(user), 'sound/effects/hit_punch.ogg', 50, 1, -1)
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target.AdjustLoseBreath(10 SECONDS)
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target.adjustOxyLoss(10)
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target.adjustStaminaLoss(30)
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add_attack_logs(user, target, "Melee attacked with martial-art [src] : Lung Punch", ATKLOG_ALL)
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user.mind.martial_art.in_stance = FALSE
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return MARTIAL_COMBO_DONE_CLEAR_COMBOS
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@@ -94,7 +94,7 @@
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add_attack_logs(A, D, "Melee attacked with [src]")
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var/picked_hit_type = pick("punches", "kicks")
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var/bonus_damage = 10
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if(D.IsWeakened() || IS_HORIZONTAL(D))
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if(IS_HORIZONTAL(D))
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bonus_damage += 5
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picked_hit_type = "stomps on"
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D.apply_damage(bonus_damage, BRUTE)
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