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* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
54 lines
1.8 KiB
Plaintext
54 lines
1.8 KiB
Plaintext
/datum/martial_art/adminfu
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name = "Way of the Dancing Admin"
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has_explaination_verb = TRUE
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combos = list(/datum/martial_combo/adminfu/healing_palm)
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/datum/martial_art/adminfu/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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MARTIAL_ARTS_ACT_CHECK
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if(!D.stat)//do not kill what is dead...
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A.do_attack_animation(D)
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D.visible_message("<span class='warning'>[A] manifests a large glowing toolbox and shoves it in [D]'s chest!</span>", \
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"<spac class='userdanger'>[A] shoves a mystical toolbox in your chest!</span>")
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D.death()
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return TRUE
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/datum/martial_art/adminfu/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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MARTIAL_ARTS_ACT_CHECK
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A.do_attack_animation(D)
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D.Stun(50 SECONDS)
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return TRUE
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/datum/martial_art/adminfu/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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MARTIAL_ARTS_ACT_CHECK
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var/obj/item/grab/G = D.grabbedby(A,1)
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if(G)
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G.state = GRAB_NECK
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return TRUE
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/datum/martial_art/adminfu/explaination_header(user)
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to_chat(user, "<span class='notice'>Grab</span>: Automatic Neck Grab.")
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to_chat(user, "<span class='notice'>Disarm</span>: Stun/weaken")
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to_chat(user, "<span class='notice'>Harm</span>: Death.")
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/obj/item/adminfu_scroll
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name = "frayed scroll"
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desc = "An aged and frayed scrap of paper written in shifting runes. There are hand-drawn illustrations of pugilism."
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icon = 'icons/obj/wizard.dmi'
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icon_state ="scroll2"
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var/used = 0
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/obj/item/adminfu_scroll/attack_self(mob/user as mob)
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if(!ishuman(user))
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return
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if(!used)
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var/mob/living/carbon/human/H = user
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var/datum/martial_art/adminfu/F = new/datum/martial_art/adminfu(null)
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F.teach(H)
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to_chat(H, "<span class='boldannounce'>You have learned the ancient martial art of the Admins.</span>")
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used = 1
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desc = "It's completely blank."
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name = "empty scroll"
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icon_state = "blankscroll"
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