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This commit fixes attack logs being backwards on some erroneous add_logs arguments. Things fixed: - Martial arts - EMP Flashlight - Defibrillator - C4 - Handcuffs - Resonant Fields - Alien Larva attack_animal - Mobs being grabbed
367 lines
12 KiB
Plaintext
367 lines
12 KiB
Plaintext
/datum/martial_art
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var/name = "Martial Art"
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var/streak = ""
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var/max_streak_length = 6
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var/current_target = null
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var/temporary = 0
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var/datum/martial_art/base = null // The permanent style
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/datum/martial_art/proc/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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return 0
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/datum/martial_art/proc/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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return 0
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/datum/martial_art/proc/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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return 0
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/datum/martial_art/proc/add_to_streak(var/element,var/mob/living/carbon/human/D)
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if(D != current_target)
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current_target = D
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streak = ""
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streak = streak+element
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if(length(streak) > max_streak_length)
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streak = copytext(streak,2)
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return
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/datum/martial_art/proc/basic_hit(var/mob/living/carbon/human/A,var/mob/living/carbon/human/D)
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add_logs(D, A, "punched")
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A.do_attack_animation(D)
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var/damage = rand(0,9)
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var/atk_verb = "punch"
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if(D.lying)
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atk_verb = "kick"
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if(!damage)
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playsound(D.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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D.visible_message("<span class='warning'>[A] has attempted to [atk_verb] [D]!</span>")
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return 0
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var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
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var/armor_block = D.run_armor_check(affecting, "melee")
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playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
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D.visible_message("<span class='danger'>[A] has [atk_verb]ed [D]!</span>", \
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"<span class='userdanger'>[A] has [atk_verb]ed [D]!</span>")
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D.apply_damage(damage, BRUTE, affecting, armor_block)
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if((D.stat != DEAD) && damage >= 9)
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D.visible_message("<span class='danger'>[A] has weakened [D]!!</span>", \
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"<span class='userdanger'>[A] has weakened [D]!</span>")
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D.apply_effect(4, WEAKEN, armor_block)
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D.forcesay(hit_appends)
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else if(D.lying)
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D.forcesay(hit_appends)
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return 1
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/datum/martial_art/proc/teach(var/mob/living/carbon/human/H,var/make_temporary=0)
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if(make_temporary)
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temporary = 1
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if(H.martial_art && H.martial_art.temporary)
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if(temporary)
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base = H.martial_art.base
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else
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H.martial_art.base = src //temporary styles have priority
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return
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H.martial_art = src
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/datum/martial_art/proc/remove(var/mob/living/carbon/human/H)
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if(H.martial_art != src)
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return
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H.martial_art = base
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/datum/martial_art/boxing
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name = "Boxing"
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/datum/martial_art/boxing/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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A << "<span class='warning'> Can't disarm while boxing!</span>"
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return 1
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/datum/martial_art/boxing/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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A << "<span class='warning'> Can't grab while boxing!</span>"
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return 1
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/datum/martial_art/boxing/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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add_logs(D, A, "punched")
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A.do_attack_animation(D)
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var/atk_verb = pick("left hook","right hook","straight punch")
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var/damage = rand(5,8)
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if(!damage)
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playsound(D.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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D.visible_message("<span class='warning'>[A] has attempted to hit [D] with a [atk_verb]!</span>")
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return 0
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var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
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var/armor_block = D.run_armor_check(affecting, "melee")
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playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
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D.visible_message("<span class='danger'>[A] has hit [D] with a [atk_verb]!</span>", \
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"<span class='userdanger'>[A] has hit [D] with a [atk_verb]!</span>")
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D.apply_damage(damage, STAMINA, affecting, armor_block)
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if(D.getStaminaLoss() > 50)
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var/knockout_prob = D.getStaminaLoss() + rand(-15,15)
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if((D.stat != DEAD) && prob(knockout_prob))
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D.visible_message("<span class='danger'>[A] has knocked [D] out with a haymaker!</span>", \
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"<span class='userdanger'>[A] has knocked [D] out with a haymaker!</span>")
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D.apply_effect(10,WEAKEN,armor_block)
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D.SetSleeping(5)
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D.forcesay(hit_appends)
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else if(D.lying)
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D.forcesay(hit_appends)
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return 1
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/datum/martial_art/drunk_brawling
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name = "Drunken Brawling"
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/datum/martial_art/drunk_brawling/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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if(prob(70))
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A.visible_message("<span class='warning'>[A] tries to grab ahold of [D], but fails!</span>", \
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"<span class='warning'>You fail to grab ahold of [D]!</span>")
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return 1
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D.grabbedby(A,1)
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var/obj/item/weapon/grab/G = A.get_active_hand()
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if(G)
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D.visible_message("<span class='danger'>[A] grabs ahold of [D] drunkenly!</span>", \
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"<span class='userdanger'>[A] grabs ahold of [D] drunkenly!</span>")
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return 1
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/datum/martial_art/drunk_brawling/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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add_logs(D, A, "punched")
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A.do_attack_animation(D)
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var/atk_verb = pick("jab","uppercut","overhand punch","drunken right hook","drunken left hook")
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var/damage = rand(0,6)
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if(atk_verb == "uppercut")
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if(prob(90))
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damage = 0
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else //10% chance to do a massive amount of damage
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damage = 14
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if(prob(50)) //they are drunk, they aren't going to land half of their hits
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damage = 0
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if(!damage)
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playsound(D.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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D.visible_message("<span class='warning'>[A] has attempted to hit [D] with a [atk_verb]!</span>")
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return 1 //returns 1 so that they actually miss and don't switch to attackhand damage
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var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
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var/armor_block = D.run_armor_check(affecting, "melee")
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playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
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D.visible_message("<span class='danger'>[A] has hit [D] with a [atk_verb]!</span>", \
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"<span class='userdanger'>[A] has hit [D] with a [atk_verb]!</span>")
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D.apply_damage(damage, BRUTE, null, armor_block)
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D.apply_effect(damage, STAMINA, armor_block)
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if(D.getStaminaLoss() > 50)
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var/knockout_prob = D.getStaminaLoss() + rand(-15,15)
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if((D.stat != DEAD) && prob(knockout_prob))
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D.visible_message("<span class='danger'>[A] has knocked [D] out with a haymaker!</span>", \
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"<span class='userdanger'>[A] has knocked [D] out with a haymaker!</span>")
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D.apply_effect(10,WEAKEN,armor_block)
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D.Paralyse(5)
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D.forcesay(hit_appends)
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else if(D.lying)
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D.forcesay(hit_appends)
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return 1
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/datum/martial_art/wrestling
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name = "Wrestling"
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/datum/martial_art/wrestling/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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D.grabbedby(A,1)
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var/obj/item/weapon/grab/G = A.get_active_hand()
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if(G && prob(50))
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G.state = GRAB_AGGRESSIVE
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D.visible_message("<span class='danger'>[A] has [D] in a clinch!</span>", \
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"<span class='userdanger'>[A] has [D] in a clinch!</span>")
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else
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D.visible_message("<span class='danger'>[A] fails to get [D] in a clinch!</span>", \
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"<span class='userdanger'>[A] fails to get [D] in a clinch!</span>")
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return 1
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/datum/martial_art/wrestling/proc/Suplex(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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add_logs(D, A, "suplexed")
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D.visible_message("<span class='danger'>[A] suplexes [D]!</span>", \
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"<span class='userdanger'>[A] suplexes [D]!</span>")
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D.forceMove(A.loc)
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var/armor_block = D.run_armor_check(null, "melee")
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D.apply_damage(30, BRUTE, null, armor_block)
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D.apply_effect(6, WEAKEN, armor_block)
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A.SpinAnimation(10,1)
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D.SpinAnimation(10,1)
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spawn(3)
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armor_block = A.run_armor_check(null, "melee")
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A.apply_effect(4, WEAKEN, armor_block)
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return
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/datum/martial_art/wrestling/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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if(istype(A.get_inactive_hand(),/obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = A.get_inactive_hand()
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if(G.affecting == D)
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Suplex(A,D)
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return 1
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harm_act(A,D)
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return 1
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/datum/martial_art/wrestling/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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D.grabbedby(A,1)
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D.visible_message("<span class='danger'>[A] holds [D] down!</span>", \
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"<span class='userdanger'>[A] holds [D] down!</span>")
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var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_sel.selecting))
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var/armor_block = D.run_armor_check(affecting, "melee")
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D.apply_damage(10, STAMINA, affecting, armor_block)
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return 1
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#define TORNADO_COMBO "HHD"
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#define THROWBACK_COMBO "DHD"
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#define PLASMA_COMBO "HDDDH"
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/datum/martial_art/plasma_fist
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name = "Plasma Fist"
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/datum/martial_art/plasma_fist/proc/check_streak(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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if(findtext(streak,TORNADO_COMBO))
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streak = ""
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Tornado(A,D)
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return 1
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if(findtext(streak,THROWBACK_COMBO))
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streak = ""
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Throwback(A,D)
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return 1
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if(findtext(streak,PLASMA_COMBO))
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streak = ""
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Plasma(A,D)
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return 1
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return 0
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/datum/martial_art/plasma_fist/proc/Tornado(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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A.say("TORNADO SWEEP!")
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spawn(0)
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for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
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A.dir = i
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playsound(A.loc, 'sound/weapons/punch1.ogg', 15, 1, -1)
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sleep(1)
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var/obj/effect/proc_holder/spell/wizard/aoe_turf/repulse/R = new(null)
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var/list/turfs = list()
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for(var/turf/T in range(1,A))
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turfs.Add(T)
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R.cast(turfs)
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return
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/datum/martial_art/plasma_fist/proc/Throwback(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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D.visible_message("<span class='danger'>[A] has hit [D] with Plasma Punch!</span>", \
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"<span class='userdanger'>[A] has hit [D] with Plasma Punch!</span>")
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playsound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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var/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))
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D.throw_at(throw_target, 200, 4)
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A.say("HYAH!")
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return
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/datum/martial_art/plasma_fist/proc/Plasma(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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A.do_attack_animation(D)
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playsound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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A.say("PLASMA FIST!")
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D.visible_message("<span class='danger'>[A] has hit [D] with THE PLASMA FIST TECHNIQUE!</span>", \
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"<span class='userdanger'>[A] has hit [D] with THE PLASMA FIST TECHNIQUE!</span>")
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D.gib()
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return
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/datum/martial_art/plasma_fist/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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add_to_streak("H")
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if(check_streak(A,D))
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return 1
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basic_hit(A,D)
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return 1
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/datum/martial_art/plasma_fist/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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add_to_streak("D")
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if(check_streak(A,D))
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return 1
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basic_hit(A,D)
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return 1
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/datum/martial_art/plasma_fist/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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add_to_streak("G")
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if(check_streak(A,D))
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return 1
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basic_hit(A,D)
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return 1
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//ITEMS
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/obj/item/clothing/gloves/boxing
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var/datum/martial_art/boxing/style = new
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/obj/item/clothing/gloves/boxing/equipped(mob/user, slot)
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if(!ishuman(user))
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return
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if(slot == slot_gloves)
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var/mob/living/carbon/human/H = user
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style.teach(H,1)
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return
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/obj/item/clothing/gloves/boxing/dropped(mob/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(H.get_item_by_slot(slot_gloves) == src)
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style.remove(H)
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return
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/obj/item/weapon/storage/belt/champion/wrestling
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name = "Wrestling Belt"
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var/datum/martial_art/wrestling/style = new
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/obj/item/weapon/storage/belt/champion/wrestling/equipped(mob/user, slot)
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if(!ishuman(user))
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return
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if(slot == slot_belt)
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var/mob/living/carbon/human/H = user
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style.teach(H,1)
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return
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/obj/item/weapon/storage/belt/champion/wrestling/dropped(mob/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(H.get_item_by_slot(slot_belt) == src)
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style.remove(H)
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return
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/obj/item/weapon/plasma_fist_scroll
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name = "Plasma Fist Scroll"
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desc = "Teaches the traditional wizard martial art."
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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/weapon/plasma_fist_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/plasma_fist/F = new/datum/martial_art/plasma_fist(null)
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F.teach(H)
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H << "<span class='notice'>You learn the PLASMA FIST style.</span>"
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used = 1
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desc += "It looks like it's magic was used up."
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