/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