/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/help_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(A, D, "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 //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" block_chance = 50 /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/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance) if(wielded) return ..() return 0