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Altered disarm knockdown
now only occurs with a 30% chance if you already have an aggressive grab (or better) on the target. No more disarm > stun baton.
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@@ -176,12 +176,24 @@
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return W.afterattack(target,src)
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var/randn = rand(1, 100)
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if (randn <= 25)
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apply_effect(4, WEAKEN, run_armor_check(affecting, "melee"))
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if(!src.handcuffed) // Bone White - disarm knockdown only occurs if you have an aggressive grab on the target, Longer duration (8) to allow handcuffing.
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//check for an aggressive grab
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for (var/obj/item/weapon/grab/G in src.grabbed_by)
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if (G.assailant == M && G.state >= GRAB_AGGRESSIVE)
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world << "aggressive grab"
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randn -= 30 // this value is the % chance of knockdown if you disarm someone whilst you have an aggressive grab.
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else
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//if target is handcuffed, always push them over
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randn = 0
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if (randn <= 0)
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world << "push over success"
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apply_effect(4, WEAKEN, run_armor_check(affecting, "melee")) // first var here is the length of the knockdown
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("\red <B>[M] has pushed [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Pushed [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been pushed by [M.name] ([M.ckey])</font>")
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visible_message("\red <B>[M] has floored [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Floored [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been floored by [M.name] ([M.ckey])</font>")
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if(!iscarbon(M))
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LAssailant = null
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else
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