Changes the vast majority of punching to be more changable with gear, martial arts now utilize species punch values for damage.
This commit is contained in:
@@ -10,6 +10,7 @@
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var/help_verb
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var/pacifism_check = TRUE //are the martial arts combos/attacks unable to be used by pacifist.
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var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
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var/damage_base //this is set on teach and is a random value between your species punchdamagelow and punchdamagehigh
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/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return FALSE
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@@ -50,6 +51,8 @@
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if(help_verb)
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H.verbs += help_verb
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H.mind.martial_art = src
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ADD_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
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damage_base = rand(H.dna.species.punchdamagelow, H.dna.species.punchdamagehigh)
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return TRUE
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/datum/martial_art/proc/store(datum/martial_art/M,mob/living/carbon/human/H)
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@@ -68,7 +71,8 @@
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else
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var/datum/martial_art/X = H.mind.default_martial_art
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X.teach(H)
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REMOVE_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
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/datum/martial_art/proc/on_remove(mob/living/carbon/human/H)
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if(help_verb)
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H.verbs -= help_verb
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@@ -17,15 +17,14 @@
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var/atk_verb = pick("left hook","right hook","straight punch")
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var/damage = rand(10, 13)
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var/extra_damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
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if(extra_damage == A.dna.species.punchdamagelow)
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var/extra_damage = rand(10, 13)
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if(damage_base == A.dna.species.punchdamagelow)
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playsound(D.loc, A.dna.species.miss_sound, 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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"<span class='userdanger'>[A] has attempted to [atk_verb] [D]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(A, D, "attempted to hit", atk_verb)
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return TRUE
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damage += extra_damage
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damage_base += extra_damage
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, "melee")
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@@ -35,7 +34,7 @@
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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>", null, COMBAT_MESSAGE_RANGE)
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D.apply_damage(damage, STAMINA, affecting, armor_block)
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D.apply_damage(damage_base, STAMINA, affecting, armor_block)
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log_combat(A, D, "punched (boxing) ")
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if(D.getStaminaLoss() > 100 && istype(D.mind?.martial_art, /datum/martial_art/boxing))
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var/knockout_prob = (D.getStaminaLoss() + rand(-15,15))*0.75
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+10
-10
@@ -46,7 +46,7 @@
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D.visible_message("<span class='warning'>[A] slams [D] into the ground!</span>", \
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"<span class='userdanger'>[A] slams you into the ground!</span>")
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playsound(get_turf(A), 'sound/weapons/slam.ogg', 50, 1, -1)
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D.apply_damage(10, BRUTE)
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D.apply_damage(damage_base + 5, BRUTE)
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D.DefaultCombatKnockdown(120)
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log_combat(A, D, "slammed (CQC)")
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return TRUE
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@@ -60,7 +60,7 @@
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playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
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var/atom/throw_target = get_edge_target_turf(D, A.dir)
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D.throw_at(throw_target, 1, 14, A)
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D.apply_damage(10, BRUTE)
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D.apply_damage(damage_base + 5, BRUTE)
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log_combat(A, D, "kicked (CQC)")
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if(!CHECK_MOBILITY(D, MOBILITY_STAND) && CHECK_MOBILITY(D, MOBILITY_USE))
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log_combat(A, D, "knocked out (Head kick)(CQC)")
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@@ -68,7 +68,7 @@
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"<span class='userdanger'>[A] kicks your head, knocking you out!</span>")
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playsound(get_turf(A), 'sound/weapons/genhit1.ogg', 50, 1, -1)
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D.SetSleeping(300)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_base + 10, 150)
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return TRUE
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/datum/martial_art/cqc/proc/Pressure(mob/living/carbon/human/A, mob/living/carbon/human/D)
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@@ -76,7 +76,7 @@
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return FALSE
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log_combat(A, D, "pressured (CQC)")
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D.visible_message("<span class='warning'>[A] punches [D]'s neck!</span>")
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D.adjustStaminaLoss(60)
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D.apply_damage(damage_base + 55, STAMINA)
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playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
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return TRUE
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@@ -89,7 +89,7 @@
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log_combat(A, D, "restrained (CQC)")
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D.visible_message("<span class='warning'>[A] locks [D] into a restraining position!</span>", \
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"<span class='userdanger'>[A] locks you into a restraining position!</span>")
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D.adjustStaminaLoss(20)
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D.apply_damage(damage_base + 15, STAMINA)
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D.Stun(100)
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restraining = TRUE
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addtimer(VARSET_CALLBACK(src, restraining, FALSE), 50, TIMER_UNIQUE)
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@@ -106,8 +106,8 @@
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var/obj/item/I = D.get_active_held_item()
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if(I && D.temporarilyRemoveItemFromInventory(I))
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A.put_in_hands(I)
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D.adjustStaminaLoss(50)
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D.apply_damage(25, BRUTE)
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D.apply_damage(damage_base + 45, STAMINA)
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D.apply_damage(damage_base + 20, BRUTE)
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return TRUE
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/datum/martial_art/cqc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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@@ -135,7 +135,7 @@
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log_combat(A, D, "attacked (CQC)")
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A.do_attack_animation(D)
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var/picked_hit_type = pick("CQC'd", "Big Bossed")
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var/bonus_damage = 13
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var/bonus_damage = (damage_base + 7)
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if(!CHECK_MOBILITY(D, MOBILITY_STAND))
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bonus_damage += 5
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picked_hit_type = "stomps on"
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@@ -151,7 +151,7 @@
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D.visible_message("<span class='warning'>[A] leg sweeps [D]!", \
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"<span class='userdanger'>[A] leg sweeps you!</span>")
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
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D.apply_damage(10, BRUTE)
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D.apply_damage(bonus_damage, BRUTE)
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D.DefaultCombatKnockdown(60)
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log_combat(A, D, "sweeped (CQC)")
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return TRUE
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@@ -172,7 +172,7 @@
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if(I && D.temporarilyRemoveItemFromInventory(I))
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A.put_in_hands(I)
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D.Jitter(2)
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D.apply_damage(5, BRUTE)
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D.apply_damage(damage_base*0.5, BRUTE)
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else
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D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", \
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"<span class='userdanger'>[A] attempted to disarm [D]!</span>")
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@@ -101,7 +101,7 @@
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D.visible_message("<span class='warning'>[A] leg sweeps [D]!</span>", \
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"<span class='userdanger'>[A] leg sweeps you!</span>")
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE)
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D.apply_damage(damage_base*0.5, BRUTE)
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D.DefaultCombatKnockdown(40, override_hardstun = 0.01, override_stamdmg = 25)
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log_combat(A, D, "leg sweeped")
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return 1
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@@ -112,7 +112,7 @@
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playsound(get_turf(A), 'sound/effects/hit_punch.ogg', 50, 1, -1)
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if(D.losebreath <= 10)
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D.losebreath = CLAMP(D.losebreath + 5, 0, 10)
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D.adjustOxyLoss(10)
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D.adjustOxyLoss(damage_base + 5)
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log_combat(A, D, "quickchoked")
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return 1
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@@ -120,7 +120,7 @@
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D.visible_message("<span class='warning'>[A] karate chops [D]'s neck!</span>", \
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"<span class='userdanger'>[A] karate chops your neck, rendering you unable to speak!</span>")
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playsound(get_turf(A), 'sound/effects/hit_punch.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE)
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D.apply_damage(damage_base*0.5, BRUTE)
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if(D.silent <= 10)
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D.silent = CLAMP(D.silent + 10, 0, 10)
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log_combat(A, D, "neck chopped")
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@@ -137,7 +137,7 @@
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return 1
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log_combat(A, D, "punched")
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var/picked_hit_type = pick("punches", "kicks")
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var/bonus_damage = 10
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var/bonus_damage = (damage_base + 5)
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if(CHECK_MOBILITY(D, MOBILITY_STAND))
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bonus_damage += 5
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picked_hit_type = "stomps on"
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@@ -12,7 +12,7 @@
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atk_verb = pick("punches", "smashes", "ruptures", "cracks")
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D.visible_message("<span class='danger'>[A] [atk_verb] [D] with inhuman strength, sending [D.p_them()] flying backwards!</span>", \
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"<span class='userdanger'>[A] [atk_verb] you with inhuman strength, sending you flying backwards!</span>")
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D.apply_damage(rand(15,30), BRUTE)
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D.apply_damage(damage_base*10, BRUTE) //KAPOW
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playsound(D, 'sound/effects/meteorimpact.ogg', 25, 1, -1)
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var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
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D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
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@@ -44,10 +44,10 @@
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D.visible_message("<span class='danger'>[A] [atk_verb] [D]!</span>", \
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"<span class='userdanger'>[A] [atk_verb] you!</span>")
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 40, 1, -1)
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D.apply_damage(rand(5,10), BRUTE, BODY_ZONE_HEAD)
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A.apply_damage(rand(5,10), BRUTE, BODY_ZONE_HEAD)
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D.apply_damage(damage_base*1.5, BRUTE, BODY_ZONE_HEAD)
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A.apply_damage(damage_base, BRUTE, BODY_ZONE_HEAD)
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if(!istype(D.head,/obj/item/clothing/head/helmet/) && !istype(D.head,/obj/item/clothing/head/hardhat))
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_base)
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A.Stun(rand(10,45))
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D.DefaultCombatKnockdown(rand(5,30))//CIT CHANGE - makes stuns from martial arts always use Knockdown instead of Stun for the sake of consistency
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if(5,6)
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@@ -55,7 +55,7 @@
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atk_verb = pick("punches", "kicks", "hits", "slams into")
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D.visible_message("<span class='danger'>[A] [atk_verb] [D] with inhuman strength, sending [D.p_them()] flying backwards!</span>", \
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"<span class='userdanger'>[A] [atk_verb] you with inhuman strength, sending you flying backwards!</span>")
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D.apply_damage(rand(15,30), BRUTE)
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D.apply_damage(damage_base*2, BRUTE)
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playsound(get_turf(D), 'sound/effects/meteorimpact.ogg', 25, 1, -1)
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var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
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D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
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@@ -87,7 +87,7 @@
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D.visible_message("<span class='warning'>[A] kicks [D] in the side, sliding them over!</span>", \
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"<span class='userdanger'>[A] kicks you in the side, forcing you to step away!</span>")
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playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(damage_base*0.5, BRUTE, BODY_ZONE_CHEST)
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D.DefaultCombatKnockdown(60)
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var/L = !checkfordensity(H,D) ? (!checkfordensity(K,D) ? D.loc : K) : H
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D.forceMove(L)
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@@ -104,8 +104,8 @@
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"<span class='userdanger'>[A] flips you over their shoulder, slamming you into the ground!</span>")
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playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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D.emote("scream")
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D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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D.apply_damage(damage_base, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(damage_base + 25, BRUTE, BODY_ZONE_HEAD)
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D.Sleeping(60)
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D.DefaultCombatKnockdown(300)
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D.forceMove(L)
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@@ -121,7 +121,7 @@
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playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
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var/atom/F = get_edge_target_turf(D, get_dir(A, get_step_away(D, A)))
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D.throw_at(F, 10, 1)
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D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(damage_base, BRUTE, BODY_ZONE_CHEST)
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D.DefaultCombatKnockdown(90)
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log_combat(A, D, "repulse punched (Rising Bass)")
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repulsecool = world.time + 3 SECONDS
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@@ -134,7 +134,7 @@
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D.visible_message("<span class='warning'>[A] smashes their foot down on [D]'s foot!</span>", \
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"<span class='userdanger'>[A] smashes your foot!</span>")
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playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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D.apply_damage(damage_base*0.5, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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D.dropItemToGround(D.get_active_held_item())
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log_combat(A, D, "foot smashed (Rising Bass)")
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return TRUE
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@@ -42,7 +42,7 @@
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else
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
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log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging
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D.apply_damage(20 + crit_damage, BRUTE, affecting)
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D.apply_damage(damage_base*2 + crit_damage, BRUTE, affecting)
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return
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///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards
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@@ -53,7 +53,7 @@
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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var/atom/throw_target = get_edge_target_turf(D, A.dir)
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D.throw_at(throw_target, 7, 14, A)
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D.apply_damage(15, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(damage_base + 15, BRUTE, BODY_ZONE_CHEST)
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log_combat(A, D, "launchkicked (Sleeping Carp)")
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return
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@@ -62,14 +62,14 @@
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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if((D.mobility_flags & MOBILITY_STAND))
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D.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
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D.apply_damage(damage_base, BRUTE, BODY_ZONE_HEAD)
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D.DefaultCombatKnockdown(50)
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D.adjustStaminaLoss(40) //A cit specific change form the tg port to really punish anyone who tries to stand up
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D.apply_damage(damage_base + 35, STAMINA, BODY_ZONE_HEAD) //A cit specific change form the tg port to really punish anyone who tries to stand up
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D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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if(!(D.mobility_flags & MOBILITY_STAND))
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D.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
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D.adjustStaminaLoss(40)
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D.apply_damage(damage_base*0.5, BRUTE, BODY_ZONE_HEAD)
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D.apply_damage(damage_base + 35, STAMINA, BODY_ZONE_HEAD)
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D.drop_all_held_items()
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D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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@@ -93,7 +93,7 @@
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D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
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"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
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to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
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D.apply_damage(rand(10,15), BRUTE, affecting)
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D.apply_damage(damage_base + 10, BRUTE, affecting)
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
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log_combat(A, D, "punched (Sleeping Carp)")
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return TRUE
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