/datum/martial_art
var/name = "Martial Art"
var/streak = ""
var/max_streak_length = 6
var/current_target = null
var/temporary = 0
var/datum/martial_art/base = null // The permanent style
var/deflection_chance = 0 //Chance to deflect projectiles
var/help_verb = null
/datum/martial_art/proc/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
return 0
/datum/martial_art/proc/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
return 0
/datum/martial_art/proc/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
return 0
/datum/martial_art/proc/add_to_streak(var/element,var/mob/living/carbon/human/D)
if(D != current_target)
current_target = D
streak = ""
streak = streak+element
if(length(streak) > max_streak_length)
streak = copytext(streak,2)
return
/datum/martial_art/proc/basic_hit(var/mob/living/carbon/human/A,var/mob/living/carbon/human/D)
A.do_attack_animation(D)
var/damage = rand(A.species.punchdamagelow, A.species.punchdamagehigh)
var/datum/unarmed_attack/attack = A.species.unarmed
var/atk_verb = "[pick(attack.attack_verb)]"
if(D.lying)
atk_verb = "kick"
if(!damage)
playsound(D.loc, attack.miss_sound, 25, 1, -1)
D.visible_message("[A] has attempted to [atk_verb] [D]!")
return 0
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
var/armor_block = D.run_armor_check(affecting, "melee")
playsound(D.loc, attack.attack_sound, 25, 1, -1)
D.visible_message("[A] has [atk_verb]ed [D]!", \
"[A] has [atk_verb]ed [D]!")
D.apply_damage(damage, BRUTE, affecting, armor_block)
add_logs(D, A, "punched")
if((D.stat != DEAD) && damage >= A.species.punchstunthreshold)
D.visible_message("[A] has weakened [D]!!", \
"[A] has weakened [D]!")
D.apply_effect(4, WEAKEN, armor_block)
D.forcesay(hit_appends)
else if(D.lying)
D.forcesay(hit_appends)
return 1
/datum/martial_art/proc/teach(var/mob/living/carbon/human/H,var/make_temporary=0)
if(help_verb)
H.verbs += help_verb
if(make_temporary)
temporary = 1
if(temporary)
if(H.martial_art)
base = H.martial_art.base
else
base = src
H.martial_art = src
/datum/martial_art/proc/remove(var/mob/living/carbon/human/H)
if(H.martial_art != src)
return
H.martial_art = base
if(help_verb)
H.verbs -= help_verb
/datum/martial_art/boxing
name = "Boxing"
/datum/martial_art/boxing/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
to_chat(A, "Can't disarm while boxing!")
return 1
/datum/martial_art/boxing/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
to_chat(A, "Can't grab while boxing!")
return 1
/datum/martial_art/boxing/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
A.do_attack_animation(D)
var/atk_verb = pick("left hook","right hook","straight punch")
var/damage = rand(5, 8) + A.species.punchdamagelow
if(!damage)
playsound(D.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
D.visible_message("[A] has attempted to hit [D] with a [atk_verb]!")
add_logs(D, A, "attempted to hit", atk_verb)
return 0
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
var/armor_block = D.run_armor_check(affecting, "melee")
playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
D.visible_message("[A] has hit [D] with a [atk_verb]!", \
"[A] has hit [D] with a [atk_verb]!")
D.apply_damage(damage, STAMINA, affecting, armor_block)
add_logs(D, A, "punched")
if(D.getStaminaLoss() > 50)
var/knockout_prob = D.getStaminaLoss() + rand(-15,15)
if((D.stat != DEAD) && prob(knockout_prob))
D.visible_message("[A] has knocked [D] out with a haymaker!", \
"[A] has knocked [D] out with a haymaker!")
D.apply_effect(10,WEAKEN,armor_block)
D.SetSleeping(5)
D.forcesay(hit_appends)
else if(D.lying)
D.forcesay(hit_appends)
return 1
/datum/martial_art/drunk_brawling
name = "Drunken Brawling"
/datum/martial_art/drunk_brawling/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(prob(70))
A.visible_message("[A] tries to grab ahold of [D], but fails!", \
"You fail to grab ahold of [D]!")
return 1
D.grabbedby(A,1)
var/obj/item/weapon/grab/G = A.get_active_hand()
if(G)
D.visible_message("[A] grabs ahold of [D] drunkenly!", \
"[A] grabs ahold of [D] drunkenly!")
return 1
/datum/martial_art/drunk_brawling/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
add_logs(D, A, "punched")
A.do_attack_animation(D)
var/atk_verb = pick("jab","uppercut","overhand punch","drunken right hook","drunken left hook")
var/damage = rand(0,6)
if(atk_verb == "uppercut")
if(prob(90))
damage = 0
else //10% chance to do a massive amount of damage
damage = 14
if(prob(50)) //they are drunk, they aren't going to land half of their hits
damage = 0
if(!damage)
playsound(D.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
D.visible_message("[A] has attempted to hit [D] with a [atk_verb]!")
return 1 //returns 1 so that they actually miss and don't switch to attackhand damage
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
var/armor_block = D.run_armor_check(affecting, "melee")
playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
D.visible_message("[A] has hit [D] with a [atk_verb]!", \
"[A] has hit [D] with a [atk_verb]!")
D.apply_damage(damage, BRUTE, null, armor_block)
D.apply_effect(damage, STAMINA, armor_block)
if(D.getStaminaLoss() > 50)
var/knockout_prob = D.getStaminaLoss() + rand(-15,15)
if((D.stat != DEAD) && prob(knockout_prob))
D.visible_message("[A] has knocked [D] out with a haymaker!", \
"[A] has knocked [D] out with a haymaker!")
D.apply_effect(10,WEAKEN,armor_block)
D.Paralyse(5)
D.forcesay(hit_appends)
else if(D.lying)
D.forcesay(hit_appends)
return 1
/datum/martial_art/wrestling
name = "Wrestling"
help_verb = /mob/living/carbon/human/proc/wrestling_help
// combo refence since wrestling uses a different format to sleeping carp and plasma fist.
// Clinch "G"
// Suplex "GD"
// Advanced grab "G"
/datum/martial_art/wrestling/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
D.grabbedby(A,1)
var/obj/item/weapon/grab/G = A.get_active_hand()
if(G && prob(50))
G.state = GRAB_AGGRESSIVE
D.visible_message("[A] has [D] in a clinch!", \
"[A] has [D] in a clinch!")
else
D.visible_message("[A] fails to get [D] in a clinch!", \
"[A] fails to get [D] in a clinch!")
return 1
/datum/martial_art/wrestling/proc/Suplex(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
D.visible_message("[A] suplexes [D]!", \
"[A] suplexes [D]!")
D.forceMove(A.loc)
var/armor_block = D.run_armor_check(null, "melee")
D.apply_damage(30, BRUTE, null, armor_block)
D.apply_effect(6, WEAKEN, armor_block)
add_logs(D, A, "suplexed")
A.SpinAnimation(10,1)
D.SpinAnimation(10,1)
spawn(3)
armor_block = A.run_armor_check(null, "melee")
A.apply_effect(4, WEAKEN, armor_block)
return
/datum/martial_art/wrestling/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(istype(A.get_inactive_hand(),/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = A.get_inactive_hand()
if(G.affecting == D)
Suplex(A,D)
return 1
harm_act(A,D)
return 1
/datum/martial_art/wrestling/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
D.grabbedby(A,1)
D.visible_message("[A] holds [D] down!", \
"[A] holds [D] down!")
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
var/armor_block = D.run_armor_check(affecting, "melee")
D.apply_damage(10, STAMINA, affecting, armor_block)
return 1
/mob/living/carbon/human/proc/wrestling_help()
set name = "Recall Teachings"
set desc = "Remember how to wrestle."
set category = "Wrestling"
to_chat(usr, "You flex your muscles and have a revelation...")
to_chat(usr, "Clinch: Grab. Passively gives you a chance to immediately aggressively grab someone. Not always successful.")
to_chat(usr, "Suplex: Disarm someone you are grabbing. Suplexes your target to the floor. Greatly injures them and leaves both you and your target on the floor.")
to_chat(usr, "Advanced grab: Grab. Passively causes stamina damage when grabbing someone.")
#define TORNADO_COMBO "HHD"
#define THROWBACK_COMBO "DHD"
#define PLASMA_COMBO "HDDDH"
/datum/martial_art/plasma_fist
name = "Plasma Fist"
help_verb = /mob/living/carbon/human/proc/plasma_fist_help
/datum/martial_art/plasma_fist/proc/check_streak(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(findtext(streak,TORNADO_COMBO))
streak = ""
Tornado(A,D)
return 1
if(findtext(streak,THROWBACK_COMBO))
streak = ""
Throwback(A,D)
return 1
if(findtext(streak,PLASMA_COMBO))
streak = ""
Plasma(A,D)
return 1
return 0
/datum/martial_art/plasma_fist/proc/Tornado(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
A.say("TORNADO SWEEP!")
spawn(0)
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
A.dir = i
playsound(A.loc, 'sound/weapons/punch1.ogg', 15, 1, -1)
sleep(1)
var/obj/effect/proc_holder/spell/aoe_turf/repulse/R = new(null)
var/list/turfs = list()
for(var/turf/T in range(1,A))
turfs.Add(T)
R.cast(turfs)
return
/datum/martial_art/plasma_fist/proc/Throwback(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
D.visible_message("[A] has hit [D] with Plasma Punch!", \
"[A] has hit [D] with Plasma Punch!")
playsound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
var/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))
D.throw_at(throw_target, 200, 4,A)
A.say("HYAH!")
return
/datum/martial_art/plasma_fist/proc/Plasma(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
A.do_attack_animation(D)
playsound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
A.say("PLASMA FIST!")
D.visible_message("[A] has hit [D] with THE PLASMA FIST TECHNIQUE!", \
"[A] has hit [D] with THE PLASMA FIST TECHNIQUE!")
D.gib()
return
/datum/martial_art/plasma_fist/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
add_to_streak("H",D)
if(check_streak(A,D))
return 1
basic_hit(A,D)
return 1
/datum/martial_art/plasma_fist/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
add_to_streak("D",D)
if(check_streak(A,D))
return 1
basic_hit(A,D)
return 1
/datum/martial_art/plasma_fist/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
add_to_streak("G",D)
if(check_streak(A,D))
return 1
basic_hit(A,D)
return 1
/mob/living/carbon/human/proc/plasma_fist_help()
set name = "Recall Teachings"
set desc = "Remember the martial techniques of the Plasma Fist."
set category = "Plasma Fist"
to_chat(usr, "You clench your fists and have a flashback of knowledge...")
to_chat(usr, "Tornado Sweep: Harm Harm Disarm. Repulses target and everyone back.")
to_chat(usr, "Throwback: Disarm Harm Disarm. Throws the target and an item at them.")
to_chat(usr, "The Plasma Fist: Harm Disarm Disarm Disarm Harm. Knocks the brain out of the opponent and gibs their body.")
//Used by the gang of the same name. Uses combos. Basic attacks bypass armor and never miss
#define WRIST_WRENCH_COMBO "DD"
#define BACK_KICK_COMBO "HG"
#define STOMACH_KNEE_COMBO "GH"
#define HEAD_KICK_COMBO "DHH"
#define ELBOW_DROP_COMBO "HDHDH"
/datum/martial_art/the_sleeping_carp
name = "The Sleeping Carp"
deflection_chance = 100
help_verb = /mob/living/carbon/human/proc/sleeping_carp_help
/datum/martial_art/the_sleeping_carp/proc/check_streak(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(findtext(streak,WRIST_WRENCH_COMBO))
streak = ""
wristWrench(A,D)
return 1
if(findtext(streak,BACK_KICK_COMBO))
streak = ""
backKick(A,D)
return 1
if(findtext(streak,STOMACH_KNEE_COMBO))
streak = ""
kneeStomach(A,D)
return 1
if(findtext(streak,HEAD_KICK_COMBO))
streak = ""
headKick(A,D)
return 1
if(findtext(streak,ELBOW_DROP_COMBO))
streak = ""
elbowDrop(A,D)
return 1
return 0
/datum/martial_art/the_sleeping_carp/proc/wristWrench(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(!D.stat && !D.stunned && !D.weakened)
A.do_attack_animation(D)
D.visible_message("[A] grabs [D]'s wrist and wrenches it sideways!", \
"[A] grabs your wrist and violently wrenches it to the side!")
playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
D.emote("scream")
D.drop_item()
D.apply_damage(5, BRUTE, pick("l_arm", "r_arm"))
D.Stun(3)
return 1
return basic_hit(A,D)
/datum/martial_art/the_sleeping_carp/proc/backKick(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(A.dir == D.dir && !D.stat && !D.weakened)
A.do_attack_animation(D)
D.visible_message("[A] kicks [D] in the back!", \
"[A] kicks you in the back, making you stumble and fall!")
step_to(D,get_step(D,D.dir),1)
D.Weaken(4)
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
return 1
return basic_hit(A,D)
/datum/martial_art/the_sleeping_carp/proc/kneeStomach(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(!D.stat && !D.weakened)
A.do_attack_animation(D)
D.visible_message("[A] knees [D] in the stomach!", \
"[A] winds you with a knee in the stomach!")
D.audible_message("[D] gags!")
D.losebreath += 3
D.Stun(2)
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
return 1
return basic_hit(A,D)
/datum/martial_art/the_sleeping_carp/proc/headKick(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(!D.stat && !D.weakened)
A.do_attack_animation(D)
D.visible_message("[A] kicks [D] in the head!", \
"[A] kicks you in the jaw!")
D.apply_damage(20, BRUTE, "head")
D.drop_item()
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
D.Stun(4)
return 1
return basic_hit(A,D)
/datum/martial_art/the_sleeping_carp/proc/elbowDrop(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(D.weakened || D.resting || D.stat)
A.do_attack_animation(D)
D.visible_message("[A] elbow drops [D]!", \
"[A] piledrives you with their elbow!")
if(D.stat)
D.death() //FINISH HIM!
D.apply_damage(50, BRUTE, "chest")
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 75, 1, -1)
return 1
return basic_hit(A,D)
/datum/martial_art/the_sleeping_carp/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
add_to_streak("G",D)
if(check_streak(A,D))
return 1
D.grabbedby(A,1)
var/obj/item/weapon/grab/G = A.get_active_hand()
if(G)
G.state = GRAB_AGGRESSIVE //Instant aggressive grab
/datum/martial_art/the_sleeping_carp/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
add_to_streak("H",D)
if(check_streak(A,D))
return 1
A.do_attack_animation(D)
var/atk_verb = pick("punches", "kicks", "chops", "hits", "slams")
D.visible_message("[A] [atk_verb] [D]!", \
"[A] [atk_verb] you!")
D.apply_damage(rand(10,15), BRUTE)
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, 1, -1)
if(prob(D.getBruteLoss()) && !D.lying)
D.visible_message("[D] stumbles and falls!", "The blow sends you to the ground!")
D.Weaken(4)
return 1
/datum/martial_art/the_sleeping_carp/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
add_to_streak("D",D)
if(check_streak(A,D))
return 1
return ..()
/mob/living/carbon/human/proc/sleeping_carp_help()
set name = "Recall Teachings"
set desc = "Remember the martial techniques of the Sleeping Carp clan."
set category = "Sleeping Carp"
to_chat(usr, "You retreat inward and recall the teachings of the Sleeping Carp...")
to_chat(usr, "Wrist Wrench: Disarm Disarm. Forces opponent to drop item in hand.")
to_chat(usr, "Back Kick: Harm Grab. Opponent must be facing away. Knocks down.")
to_chat(usr, "Stomach Knee: Grab Harm. Knocks the wind out of opponent and stuns.")
to_chat(usr, "Head Kick: Disarm Harm Harm. Decent damage, forces opponent to drop item in hand.")
to_chat(usr, "Elbow Drop: Harm Disarm Harm Disarm Harm. Opponent must be on the ground. Deals huge damage, instantly kills anyone in critical condition.")
//ITEMS
/obj/item/clothing/gloves/boxing
var/datum/martial_art/boxing/style = new
/obj/item/clothing/gloves/boxing/equipped(mob/user, slot)
if(!ishuman(user))
return
if(slot == slot_gloves)
var/mob/living/carbon/human/H = user
style.teach(H,1)
return
/obj/item/clothing/gloves/boxing/dropped(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(slot_gloves) == src)
style.remove(H)
return
/obj/item/weapon/storage/belt/champion/wrestling
name = "Wrestling Belt"
var/datum/martial_art/wrestling/style = new
/obj/item/weapon/storage/belt/champion/wrestling/equipped(mob/user, slot)
if(!ishuman(user))
return
if(slot == slot_belt)
var/mob/living/carbon/human/H = user
style.teach(H,1)
to_chat(user, "You have an urge to flex your muscles and get into a fight. You have the knowledge of a thousand wrestlers before you. You can remember more by using the Recall teaching verb in the wrestling tab.")
return
/obj/item/weapon/storage/belt/champion/wrestling/dropped(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(slot_belt) == src)
style.remove(H)
to_chat(user, "You no longer have an urge to flex your muscles.")
return
/obj/item/weapon/plasma_fist_scroll
name = "frayed scroll"
desc = "An aged and frayed scrap of paper written in shifting runes. There are hand-drawn illustrations of pugilism."
icon = 'icons/obj/wizard.dmi'
icon_state ="scroll2"
var/used = 0
/obj/item/weapon/plasma_fist_scroll/attack_self(mob/user as mob)
if(!ishuman(user))
return
if(!used)
var/mob/living/carbon/human/H = user
var/datum/martial_art/plasma_fist/F = new/datum/martial_art/plasma_fist(null)
F.teach(H)
to_chat(H, "You have learned the ancient martial art of Plasma Fist.")
used = 1
desc = "It's completely blank."
name = "empty scroll"
icon_state = "blankscroll"
/obj/item/weapon/sleeping_carp_scroll
name = "mysterious scroll"
desc = "A scroll filled with strange markings. It seems to be drawings of some sort of martial art."
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll2"
/obj/item/weapon/sleeping_carp_scroll/attack_self(mob/living/carbon/human/user as mob)
if(!istype(user) || !user)
return
to_chat(user, "You have learned the ancient martial art of the Sleeping Carp! \
Your hand-to-hand combat has become much more effective, and you are now able to deflect any projectiles directed toward you. \
However, you are also unable to use any ranged weaponry. \
You can learn more about your newfound art by using the Recall Teachings verb in the Sleeping Carp tab.")
var/datum/martial_art/the_sleeping_carp/theSleepingCarp = new(null)
theSleepingCarp.teach(user)
user.drop_item()
visible_message("[src] lights up in fire and quickly burns to ash.")
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
/obj/item/weapon/twohanded/bostaff
name = "bo staff"
desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts. Can be wielded to both kill and incapacitate."
force = 10
w_class = 4
slot_flags = SLOT_BACK
force_unwielded = 10
force_wielded = 24
throwforce = 20
throw_speed = 2
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
icon = 'icons/obj/weapons.dmi'
icon_state = "bostaff0"
/obj/item/weapon/twohanded/bostaff/update_icon()
icon_state = "bostaff[wielded]"
return
/obj/item/weapon/twohanded/bostaff/attack(mob/target, mob/living/user)
add_fingerprint(user)
if((CLUMSY in user.disabilities) && prob(50))
to_chat(user, "You club yourself over the head with [src].")
user.Weaken(3)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
if(isrobot(target))
return ..()
if(!isliving(target))
return ..()
var/mob/living/carbon/C = target
if(C.stat)
to_chat(user, "It would be dishonorable to attack a foe while they cannot retaliate.")
return
switch(user.a_intent)
if("disarm")
if(!wielded)
return ..()
if(!ishuman(target))
return ..()
var/mob/living/carbon/human/H = target
var/list/fluffmessages = list("[user] clubs [H] with [src]!", \
"[user] smacks [H] with the butt of [src]!", \
"[user] broadsides [H] with [src]!", \
"[user] smashes [H]'s head with [src]!", \
"[user] beats [H] with front of [src]!", \
"[user] twirls and slams [H] with [src]!")
H.visible_message("[pick(fluffmessages)]", \
"[pick(fluffmessages)]")
playsound(get_turf(user), 'sound/effects/woodhit.ogg', 75, 1, -1)
H.adjustStaminaLoss(rand(13,20))
if(prob(10))
H.visible_message("[H] collapses!", \
"Your legs give out!")
H.Weaken(4)
if(H.staminaloss && !H.sleeping)
var/total_health = (H.health - H.staminaloss)
if(total_health <= config.health_threshold_crit && !H.stat)
H.visible_message("[user] delivers a heavy hit to [H]'s head, knocking them out cold!", \
"[user] knocks you unconscious!")
H.SetSleeping(30)
H.adjustBrainLoss(25)
return
else
return ..()
return ..()
/obj/item/weapon/twohanded/bostaff/IsShield()
if(wielded)
return 1
else
return 0