Files
Paradise/code/modules/martial_arts/grav_stomp.dm
T
edef576f2e Martial arts now use a weight system to determine which one is active (#21037)
* martial arts have a weight system now

* remove unneeded variable

* carp cannot be deactivated once learned

* i love documentingtation

* krav can no longer delete other combos

* now ill be embarassed if i dont make it better

* i know how istype works i promise

* implement sirryan's changes

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

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Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
2023-06-03 00:24:42 -05:00

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/datum/martial_art/grav_stomp
name = "Gravitational Boots"
weight = 4
/datum/martial_art/grav_stomp/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
MARTIAL_ARTS_ACT_CHECK
add_attack_logs(A, D, "Melee attacked with [src]")
var/picked_hit_type = "kicks"
var/bonus_damage = 10
if(D.IsWeakened() || IS_HORIZONTAL(D))
bonus_damage = 15
picked_hit_type = "stomps on"
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
playsound(get_turf(D), 'sound/effects/hit_kick.ogg', 50, 1, -1)
D.apply_damage(bonus_damage, BRUTE)
D.visible_message("<span class='danger'>[A] [picked_hit_type] [D]!</span>", \
"<span class='userdanger'>[A] [picked_hit_type] you!</span>")
return TRUE