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2016-03-06 20:52:14 +01:00

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/datum/targetable/wrestler/drop
name = "Drop (prone)"
desc = "Smash down onto on an opponent."
targeted = 1
target_anything = 0
target_nodamage_check = 1
target_selection_check = 1
max_range = 1
cooldown = 350
start_on_cooldown = 1
pointCost = 0
when_stunned = 0
not_when_handcuffed = 1
cast(mob/target)
if (!holder)
return 1
var/mob/living/M = holder.owner
if (!M || !target)
return 1
if (M == target)
boutput(M, __red("Why would you want to wrestle yourself?"))
return 1
if (get_dist(M, target) > src.max_range)
boutput(M, __red("[target] is too far away."))
return 1
if (!target.lying)
boutput(M, __red("You can use this move on prone opponents only!"))
return 1
var/obj/surface = null
var/turf/ST = null
var/falling = 0
for (var/obj/O in oview(1, M))
if (O.density == 1 || istype(O, /obj/stool))
if (O == M) continue
if (O == target) continue
if (O.opacity) continue
if (istype(O, /obj/window) || istype(O, /obj/grille))
continue
else
surface = O
ST = get_turf(O)
break
if (surface && (ST && isturf(ST)))
M.set_loc(ST)
M.visible_message("<span style=\"color:red\"><B>[M] climbs onto [surface]!</b></span>")
M.pixel_y = 10
falling = 1
sleep (10)
if (M && target)
// These are necessary because of the sleep call.
if (src.castcheck() != 1)
M.pixel_y = 0
return 0
if ((falling == 0 && get_dist(M, target) > src.max_range) || (falling == 1 && get_dist(M, target) > (src.max_range + 1))) // We climbed onto stuff.
M.pixel_y = 0
if (falling == 1)
M.visible_message("<span style=\"color:red\"><B>...and dives head-first into the ground, ouch!</b></span>")
random_brute_damage(M, 15)
M.weakened += 3
boutput(M, __red("[target] is too far away!"))
return 0
if (!isturf(M.loc) || !isturf(target.loc))
M.pixel_y = 0
boutput(M, __red("You can't drop onto [target] from here!"))
return 0
spawn (0)
if (M)
animate(M, transform = matrix(90, MATRIX_ROTATE), time = 1, loop = 0)
sleep (10)
if (M)
animate(transform = null, time = 1, loop = 0)
M.set_loc(target.loc)
M.visible_message("<span style=\"color:red\"><B>[M] [pick_string("wrestling_belt.txt", "drop")] [target]!</B></span>")
playsound(M.loc, "swing_hit", 50, 1)
M.emote("scream")
if (falling == 1)
if (prob(33) || target.stat == 2)
target.ex_act(3)
else
random_brute_damage(target, 25)
else
random_brute_damage(target, 15)
target.weakened++
target.stunned += 2
M.pixel_y = 0
logTheThing("combat", M, target, "uses the drop wrestling move on %target% at [log_loc(M)].")
else
if (M)
M.pixel_y = 0
return 0