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Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097) - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
24 lines
1.1 KiB
Plaintext
24 lines
1.1 KiB
Plaintext
/obj/item/skillchip/job/chef
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name = "B0RK-X3 skillchip" // bork bork bork
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desc = "This biochip faintly smells of garlic, which is odd for something that is normally wedged inside a user's brain. Consult a dietician before use."
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skill_name = "Close Quarters Cooking"
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skill_description = "A specialised form of self defence, developed by skilled sous-chef de cuisines. No man fights harder than a chef to defend his kitchen."
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skill_icon = "utensils"
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activate_message = "<span class='notice'>You can visualize how to defend your kitchen with martial arts.</span>"
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deactivate_message = "<span class='notice'>You forget how to control your muscles to execute kicks, slams and restraints while in a kitchen environment.</span>"
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/// The Chef CQC given by the skillchip.
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var/datum/martial_art/cqc/under_siege/style
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/obj/item/skillchip/job/chef/Initialize(mapload)
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. = ..()
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style = new
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style.refresh_valid_areas()
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/obj/item/skillchip/job/chef/on_activate(mob/living/carbon/user, silent = FALSE)
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. = ..()
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style.teach(user, make_temporary = TRUE)
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/obj/item/skillchip/job/chef/on_deactivate(mob/living/carbon/user, silent = FALSE)
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style.fully_remove(user)
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return ..()
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