/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, ATTACK_EFFECT_PUNCH) var/atk_verb = pick("left hook","right hook","straight punch") var/damage = rand(5, 8) + A.dna.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_attack_logs(A, D, "Melee attacked with [src] (miss/block)", ATKLOG_ALL) 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_attack_logs(A, D, "Melee attacked with [src]", ATKLOG_ALL) 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(GLOB.hit_appends) else if(D.lying) D.forcesay(GLOB.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 var/obj/item/grab/G = D.grabbedby(A,1) 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_attack_logs(A, D, "Melee attacked with [src]") A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) 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(GLOB.hit_appends) else if(D.lying) D.forcesay(GLOB.hit_appends) return 1