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kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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/datum/martial_art/torque
name = "Torque enhancer"
weight = 500 // You shouldn't be able to override this, it's a passive you actively buy
/// What level is the passive at
var/level = 1
/datum/martial_art/torque/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
MARTIAL_ARTS_ACT_CHECK
var/attack_sound
var/list/attack_verb = list()
switch(level)
if(FLAYER_POWER_LEVEL_ONE)
attack_sound = 'sound/weapons/sonic_jackhammer.ogg'
attack_verb = list("bashes", "batters")
if(FLAYER_POWER_LEVEL_TWO)
attack_sound = 'sound/effects/meteorimpact.ogg'
attack_verb = list("blugeons", "beats")
if(FLAYER_POWER_LEVEL_THREE)
attack_sound = 'sound/misc/demon_attack1.ogg'
attack_verb = list("destroys", "demolishes", "hammers")
var/datum/species/attacking = A.dna?.species
var/damage = 5 // In case the attacker doesn't have a species somehow
if(attacking)
damage = rand(attacking.punchdamagelow, attacking.punchdamagehigh)
damage += 5 * level
var/picked_hit_type = pick(attack_verb)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
D.apply_damage(damage, BRUTE)
if(level >= 2) // This is to mimic species unarmed attacks, if you deal more than 10 damage the attackee is knocked down
D.KnockDown(4 SECONDS) // The threshold for a knockdown is 9 damage, so at level 2 your minimum is already higher than that
if(attack_sound)
playsound(get_turf(D), attack_sound, 50, TRUE, -1)
D.visible_message(SPAN_DANGER("[A] [picked_hit_type] [D]!"), \
SPAN_USERDANGER("[A] [picked_hit_type] you!"))
add_attack_logs(A, D, "Melee attacked with [src]")
return TRUE