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* 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> --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
19 lines
695 B
Plaintext
19 lines
695 B
Plaintext
/datum/martial_art/grav_stomp
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name = "Gravitational Boots"
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weight = 4
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/datum/martial_art/grav_stomp/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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MARTIAL_ARTS_ACT_CHECK
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add_attack_logs(A, D, "Melee attacked with [src]")
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var/picked_hit_type = "kicks"
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var/bonus_damage = 10
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if(D.IsWeakened() || IS_HORIZONTAL(D))
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bonus_damage = 15
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picked_hit_type = "stomps on"
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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playsound(get_turf(D), 'sound/effects/hit_kick.ogg', 50, 1, -1)
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D.apply_damage(bonus_damage, BRUTE)
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D.visible_message("<span class='danger'>[A] [picked_hit_type] [D]!</span>", \
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"<span class='userdanger'>[A] [picked_hit_type] you!</span>")
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return TRUE
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