/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 /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) add_logs(D, A, "punched") A.do_attack_animation(D) var/damage = rand(0,9) var/atk_verb = "punch" if(D.lying) atk_verb = "kick" if(!damage) playsound(D.loc, 'sound/weapons/punchmiss.ogg', 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, 'sound/weapons/punch1.ogg', 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) if((D.stat != DEAD) && damage >= 9) 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(make_temporary) temporary = 1 if(H.martial_art && H.martial_art.temporary) if(temporary) base = H.martial_art.base else H.martial_art.base = src //temporary styles have priority return 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 /datum/martial_art/boxing name = "Boxing" /datum/martial_art/boxing/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D) 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) 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) add_logs(D, A, "punched") A.do_attack_animation(D) var/atk_verb = pick("left hook","right hook","straight punch") var/damage = rand(5,8) 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 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) 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" /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) add_logs(D, A, "suplexed") 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) 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 #define TORNADO_COMBO "HHD" #define THROWBACK_COMBO "DHD" #define PLASMA_COMBO "HDDDH" /datum/martial_art/plasma_fist name = "Plasma Fist" /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/wizard/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.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") 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") 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") if(check_streak(A,D)) return 1 basic_hit(A,D) return 1 //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) 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) return /obj/item/weapon/plasma_fist_scroll name = "Plasma Fist Scroll" desc = "Teaches the traditional wizard martial art." 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) H << "You learn the PLASMA FIST style." used = 1 desc += "It looks like it's magic was used up."