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Adds a new martial arts style- Drunk Brawling
This adds a new martial arts datum, labeled as Drunken Brawling. This style is automatically added and removed to people via ethanol, specifically, 10 life ticks after they start slurring their words. The style is mostly debuffs, as there is a flat 50% chance to miss any harm-intent hit, a 70% chance to fail to grab, and disarm is unaffected. The actual 'features' of this style can be summarized as such: - Custom attack verbs - "jab","uppercut","overhand punch", "drunken right hook","drunken left hook" - Uppercut has a 5% chance to do 14 damage - Limit's combat abilities - 70% chance to fail to passively grab - 50% chance to miss any harm intent - Disarm intent is untouched. - Added by ethanol when someone has had it into their system for a while - Removed as soon as the ethanol becomes lower than 3 units
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@@ -2384,10 +2384,12 @@ datum
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reagent_state = LIQUID
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nutriment_factor = 0 //So alcohol can fill you up! If they want to.
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color = "#404030" // rgb: 64, 64, 48
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var/datum/martial_art/drunk_brawling/F = new
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var/dizzy_adj = 3
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var/slurr_adj = 3
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var/confused_adj = 2
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var/slur_start = 65 //amount absorbed after which mob starts slurring
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var/brawl_start = 75 //amount absorbed after which mob switches to drunken brawling as a fighting style
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var/confused_start = 130 //amount absorbed after which mob starts confusing directions
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var/vomit_start = 180 //amount absorbed after which mob starts vomitting
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var/blur_start = 260 //amount absorbed after which mob starts getting blurred vision
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@@ -2417,6 +2419,12 @@ datum
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if(d >= slur_start && d < pass_out)
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if (!M:slurring) M:slurring = 1
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M:slurring += slurr_adj/sober_str
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if(d >= brawl_start && ishuman(M))
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var/mob/living/carbon/human/H = M
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F.teach(H,1)
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if(src.volume < 3)
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if(H.martial_art == F)
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F.remove(H)
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if(d >= confused_start && prob(33))
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if (!M:confused) M:confused = 1
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M.confused = max(M:confused+(confused_adj/sober_str),0)
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@@ -2490,6 +2498,7 @@ datum
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description = "Just when you thought regular station whiskey was good... This silky, amber goodness has to come along and ruin everything."
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color = "#664300" // rgb: 102, 67, 0
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slur_start = 30 //amount absorbed after which mob starts slurring
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brawl_start = 40
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gin
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name = "Gin"
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@@ -2506,6 +2515,7 @@ datum
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overdose_threshold = 30
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dizzy_adj = 5
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slur_start = 25
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brawl_start = 40
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confused_start = 100
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//copy paste from LSD... shoot me
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@@ -2583,6 +2593,7 @@ datum
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slurr_adj = 20
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confused_adj = 3
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slur_start = 15
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brawl_start = 25
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confused_start = 40
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blur_start = 60
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pass_out = 80
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