Removes instant stuns from Sleeping Carp (#18219)

* open rp, kicks ur ass

* Stay down

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* Get your fins off me!

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
This commit is contained in:
Viz
2022-07-06 20:50:13 +02:00
committed by GitHub
parent 3980f2dd77
commit 24248d0ccb
2 changed files with 4 additions and 10 deletions
@@ -6,13 +6,15 @@
/datum/martial_combo/sleeping_carp/keelhaul/perform_combo(mob/living/carbon/human/user, mob/living/target, datum/martial_art/MA)
user.do_attack_animation(target, ATTACK_EFFECT_KICK)
playsound(get_turf(target), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
if(!target.IsWeakened() && !IS_HORIZONTAL(target) && !target.stat)
if(!IS_HORIZONTAL(target))
target.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
target.Weaken(4 SECONDS)
target.KnockDown(6 SECONDS)
target.visible_message("<span class='warning'>[user] kicks [target] in the head, sending them face first into the floor!</span>",
"<span class='userdanger'>You are kicked in the head by [user], sending you crashing to the floor!</span>")
else
target.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
target.drop_l_hand()
target.drop_r_hand()
target.visible_message("<span class='warning'>[user] kicks [target] in the head, leaving them reeling in pain!</span>",
"<span class='userdanger'>You are kicked in the head by [user], and you reel in pain!</span>")
target.apply_damage(40, STAMINA)
@@ -8,14 +8,6 @@
has_explaination_verb = TRUE
combos = list(/datum/martial_combo/sleeping_carp/crashing_kick, /datum/martial_combo/sleeping_carp/keelhaul, /datum/martial_combo/sleeping_carp/gnashing_teeth)
/datum/martial_art/the_sleeping_carp/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
MARTIAL_ARTS_ACT_CHECK
var/obj/item/grab/G = D.grabbedby(A,1)
if(G)
G.state = GRAB_AGGRESSIVE //Instant aggressive grab
add_attack_logs(A, D, "Melee attacked with martial-art [src] : Grabbed", ATKLOG_ALL)
return TRUE
/datum/martial_art/the_sleeping_carp/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
MARTIAL_ARTS_ACT_CHECK
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)