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:
@@ -309,7 +309,7 @@
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/datum/export/gear/combatgloves
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cost = 80
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unit_name = "combat gloves"
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export_types = list(/obj/item/clothing/gloves/combat, /obj/item/clothing/gloves/rapid, /obj/item/clothing/gloves/krav_maga)
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export_types = list(/obj/item/clothing/gloves/combat, /obj/item/clothing/gloves/fingerless/pugilist/rapid, /obj/item/clothing/gloves/krav_maga)
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include_subtypes = TRUE
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/datum/export/gear/bonegloves
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@@ -287,7 +287,7 @@
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/datum/export/weapon/gloves
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cost = 90
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unit_name = "star struck gloves"
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export_types = list(/obj/item/clothing/gloves/rapid)
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export_types = list(/obj/item/clothing/gloves/fingerless/pugilist/rapid)
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/datum/export/weapon/l6
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cost = 500
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@@ -207,11 +207,11 @@
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/obj/item/clothing/gloves/color/latex/equipped(mob/user, slot)
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..()
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if(slot == SLOT_GLOVES)
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ADD_TRAIT(user, carrytrait, CLOTHING_TRAIT)
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ADD_TRAIT(user, carrytrait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/color/latex/dropped(mob/user)
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..()
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REMOVE_TRAIT(user, carrytrait, CLOTHING_TRAIT)
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REMOVE_TRAIT(user, carrytrait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/color/latex/nitrile
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name = "nitrile gloves"
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@@ -12,6 +12,122 @@
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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strip_mod = 0.9
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/obj/item/clothing/gloves/fingerless/pugilist
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name = "armwraps"
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desc = "A series of armwraps. Makes you pretty keen to start punching people."
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icon_state = "armwraps"
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item_state = "armwraps"
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body_parts_covered = ARMS
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cold_protection = ARMS
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strip_delay = 300 //you can't just yank them off
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var/enhancement = 0 //it's a +0 to your punches because it isn't magical
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var/inherited_trait = TRAIT_NOGUNS //what are you, dishonoroable?
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var/secondary_trait = TRAIT_FEARLESS //what are you, a coward?
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/obj/item/clothing/gloves/fingerless/pugilist/equipped(mob/user, slot)
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..()
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if(slot == SLOT_GLOVES)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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ADD_TRAIT(H, TRAIT_PUGILIST, GLOVE_TRAIT)
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ADD_TRAIT(H, inherited_trait, GLOVE_TRAIT)
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ADD_TRAIT(H, secondary_trait, GLOVE_TRAIT)
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H.dna.species.punchdamagehigh += enhancement
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H.dna.species.punchdamagelow += enhancement
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H.dna.species.punchstunthreshold -= enhancement
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/obj/item/clothing/gloves/fingerless/pugilist/dropped(mob/user)
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..()
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REMOVE_TRAIT(user, TRAIT_PUGILIST, GLOVE_TRAIT)
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REMOVE_TRAIT(user, inherited_trait, GLOVE_TRAIT)
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REMOVE_TRAIT(user, secondary_trait, GLOVE_TRAIT)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.dna.species.punchdamagehigh -= enhancement
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H.dna.species.punchdamagelow -= enhancement
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H.dna.species.punchstunthreshold += enhancement
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/obj/item/clothing/gloves/fingerless/pugilist/holy
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name = "armwraps of unyielding resolve"
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desc = "A series of armwraps, soaked in holy water. Makes you pretty keen to smite evil magic users."
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enhancement = 1 //It is not magic that makes you punch harder, but force of will. Trust me.
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secondary_trait = TRAIT_ANTIMAGIC
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/obj/item/clothing/gloves/fingerless/pugilist/magic
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name = "armwraps of mighty fists"
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desc = "A series of armwraps. Makes you pretty keen to go adventuring and punch dragons."
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resistance_flags = FIRE_PROOF | ACID_PROOF //magic items are harder to damage with energy this is a dnd joke okay?
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enhancement = 1 //They're +1!
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/obj/item/clothing/gloves/fingerless/pugilist/hungryghost
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name = "armwraps of the hungry ghost"
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desc = "A series of blackened, bloodstained armwraps scrawled with strange geometric symbols. Makes you pretty keen to commit horrible acts against the living through bloody carnage."
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icon_state = "narsiearmwraps"
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item_state = "narsiearmwraps"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50)
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enhancement = 3
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secondary_trait = TRAIT_KI_VAMPIRE
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/obj/item/clothing/gloves/fingerless/pugilist/brassmountain
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name = "armbands of the brass mountain"
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desc = "A series of scolding hot brass armbands. Makes you pretty keen to bring the light to the unenlightened through unmitigated violence."
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icon_state = "ratvararmwraps"
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item_state = "ratvararmwraps"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list("melee" = 10, "bullet" = 0, "laser" = -10, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50)
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enhancement = 4 //The artifice of Ratvar is unmatched except when it is.
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secondary_trait = TRAIT_STRONG_GRABBER
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/obj/item/clothing/gloves/fingerless/pugilist/rapid
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name = "Bands of the North Star"
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desc = "The armbands of a deadly martial artist. Makes you pretty keen to put an end to evil in an extremely violent manner."
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icon_state = "rapid"
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item_state = "rapid"
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enhancement = 7 //omae wa mou shindeiru
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var/warcry = "AT"
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secondary_trait = TRAIT_NODROP
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/Touch(mob/living/target,proximity = TRUE)
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if(!istype(target))
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return
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var/mob/living/M = loc
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M.changeNext_move(CLICK_CD_RAPID)
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if(warcry)
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M.say("[warcry]", ignore_spam = TRUE, forced = "north star warcry")
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.= FALSE
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/attack_self(mob/user)
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var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
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if(input)
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warcry = input
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/hug
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name = "Hugs of the North Star"
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desc = "The armbands of a humble friend. Makes you pretty keen to go let everyone know how much you appreciate them!"
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warcry = "owo" //Shouldn't ever come into play
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enhancement = 0
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secondary_trait = TRAIT_PACIFISM //You are only here to hug and be friends!
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/hug/Touch(mob/living/target,proximity = TRUE)
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if(!istype(target))
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return
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var/mob/living/M = loc
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if(M.a_intent == INTENT_HELP)
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if(target.health >= 0 && !HAS_TRAIT(target, TRAIT_FAKEDEATH)) //Can't hug people who are dying/dead
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if(target.on_fire || target.lying) //No spamming extinguishing, helping them up, or other non-hugging/patting help interactions
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return
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else
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M.changeNext_move(CLICK_CD_RAPID)
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. = FALSE
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/hug/attack_self(mob/user)
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return FALSE
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/obj/item/clothing/gloves/botanic_leather
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name = "botanist's leather gloves"
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desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
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@@ -59,54 +175,6 @@
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resistance_flags = NONE
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armor = list("melee" = 15, "bullet" = 35, "laser" = 35, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
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/obj/item/clothing/gloves/rapid
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name = "Gloves of the North Star"
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desc = "Just looking at these fills you with an urge to beat the shit out of people. Violently."
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icon_state = "rapid"
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item_state = "rapid"
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transfer_prints = TRUE
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var/warcry = "AT"
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/obj/item/clothing/gloves/rapid/Touch(mob/living/target,proximity = TRUE)
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if(!istype(target))
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return
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var/mob/living/M = loc
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M.changeNext_move(CLICK_CD_RAPID)
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M.adjustStaminaLoss(-3.5) // used to be -2 with some comment about stamina buffer management but *shrug -hatterhat
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if(warcry)
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M.say("[warcry]", ignore_spam = TRUE, forced = "north star warcry")
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.= FALSE
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/obj/item/clothing/gloves/rapid/attack_self(mob/user)
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var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
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if(input)
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warcry = input
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/obj/item/clothing/gloves/rapid/hug
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name = "Hugs of the North Star"
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desc = "Just looking at these fills you with an urge to hug the shit out of people. In a very friendly manner."
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warcry = "owo" //Shouldn't ever come into play
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/obj/item/clothing/gloves/rapid/hug/Touch(mob/living/target,proximity = TRUE)
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if(!istype(target))
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return
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var/mob/living/M = loc
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if(M.a_intent == INTENT_HELP)
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if(target.health >= 0 && !HAS_TRAIT(target, TRAIT_FAKEDEATH)) //Can't hug people who are dying/dead
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if(target.on_fire || target.lying) //No spamming extinguishing, helping them up, or other non-hugging/patting help interactions
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return
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else
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M.changeNext_move(CLICK_CD_RAPID)
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. = FALSE
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/obj/item/clothing/gloves/rapid/hug/attack_self(mob/user)
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return FALSE
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/obj/item/clothing/gloves/thief
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name = "black gloves"
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desc = "Gloves made with completely frictionless, insulated cloth, easier to steal from people with."
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@@ -117,4 +185,4 @@
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strip_delay = 80
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transfer_prints = FALSE
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strip_mod = 5
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strip_silence = TRUE
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strip_silence = TRUE
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@@ -1456,6 +1456,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(target.check_block())
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target.visible_message("<span class='warning'>[target] blocks [user]'s attack!</span>")
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return FALSE
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if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes punching cause staminaloss but funny martial artist types get a discount
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user.adjustStaminaLossBuffered(1.5)
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else
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user.adjustStaminaLossBuffered(3.5)
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if(attacker_style && attacker_style.harm_act(user,target))
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return TRUE
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else
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@@ -1474,8 +1480,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
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user.adjustStaminaLossBuffered(3.5) //CITADEL CHANGE - makes punching cause staminaloss
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var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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var/puncherstam = user.getStaminaLoss()
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var/puncherbrute = user.getBruteLoss()
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@@ -1534,13 +1538,24 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if((target.stat != DEAD) && damage >= user.dna.species.punchstunthreshold)
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if((punchedstam > 50) && prob(punchedstam*0.5)) //If our punch victim has been hit above the threshold, and they have more than 50 stamina damage, roll for stun, probability of 1% per 2 stamina damage
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target.visible_message("<span class='danger'>[user] knocks [target] down!</span>", \
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"<span class='userdanger'>You're knocked down by [user]!</span>", "<span class='hear'>You hear aggressive shuffling followed by a loud thud!</span>", COMBAT_MESSAGE_RANGE, user)
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to_chat(user, "<span class='danger'>You knock [target] down!</span>")
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var/knockdown_duration = 40 + (punchedstam + (punchedbrute*0.5))*0.8 - armor_block
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target.DefaultCombatKnockdown(knockdown_duration)
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target.forcesay(GLOB.hit_appends)
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log_combat(user, target, "got a stun punch with their previous punch")
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if(HAS_TRAIT(user, TRAIT_KI_VAMPIRE) && !HAS_TRAIT(target, TRAIT_NOBREATH) && (punchedbrute < 100)) //If we're a ki vampire we also sap them of lifeforce, but only if they're not too beat up. Also living organics only.
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user.adjustBruteLoss(-5)
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user.adjustFireLoss(-5)
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user.adjustStaminaLoss(-20)
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target.adjustCloneLoss(10)
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target.adjustBruteLoss(10)
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else if(!(target.mobility_flags & MOBILITY_STAND))
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target.forcesay(GLOB.hit_appends)
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@@ -11,7 +11,7 @@
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siemens_coeff = 0
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punchdamagelow = 5
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punchdamagehigh = 14
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punchstunthreshold = 11 //about 40% chance to stun
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punchstunthreshold = 10
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no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
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nojumpsuit = 1
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sexes = 1
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@@ -168,7 +168,7 @@
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name = "Silver Golem"
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id = "silver golem"
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fixed_mut_color = "ddd"
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punchstunthreshold = 9 //60% chance, from 40%
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punchstunthreshold = 9
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meat = /obj/item/stack/ore/silver
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info_text = "As a <span class='danger'>Silver Golem</span>, your attacks have a higher chance of stunning. Being made of silver, your body is immune to most types of magic."
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prefix = "Silver"
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@@ -190,7 +190,7 @@
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stunmod = 0.4
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punchdamagelow = 12
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punchdamagehigh = 21
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punchstunthreshold = 18 //still 40% stun chance
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punchstunthreshold = 18
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speedmod = 4 //pretty fucking slow
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meat = /obj/item/stack/ore/iron
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info_text = "As a <span class='danger'>Plasteel Golem</span>, you are slower, but harder to stun, and hit very hard when punching."
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@@ -12,9 +12,9 @@
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inherent_traits = list(TRAIT_NOBREATH)
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speedmod = 1.5 //faster than golems but not by much
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punchdamagelow = 6
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punchdamagehigh = 14
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punchstunthreshold = 14 //about 44% chance to stun
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punchdamagelow = 2
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punchdamagehigh = 12 //still better than humans
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punchstunthreshold = 10
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no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM)
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@@ -23,7 +23,7 @@
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armor = 25
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punchdamagelow = 10
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punchdamagehigh = 19
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punchstunthreshold = 14 //about 50% chance to stun
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punchstunthreshold = 14
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disguise_fail_health = 50
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/datum/species/synth/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
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@@ -467,9 +467,9 @@
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if(H.physiology)
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H.physiology.stamina_mod *= 0.5
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if(H.dna && H.dna.species)
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H.dna.species.punchdamagehigh *= 4
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H.dna.species.punchdamagelow *= 4
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H.dna.species.punchstunthreshold *= 2
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H.dna.species.punchdamagehigh += 4
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H.dna.species.punchdamagelow += 4
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H.dna.species.punchstunthreshold -= 2
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/datum/reagent/drug/skooma/on_mob_end_metabolize(mob/living/L)
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. = ..()
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@@ -480,9 +480,9 @@
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if(H.physiology)
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H.physiology.stamina_mod *= 2
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if(H.dna && H.dna.species)
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H.dna.species.punchdamagehigh *= 0.25
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H.dna.species.punchdamagelow *= 0.25
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H.dna.species.punchstunthreshold *= 0.5
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H.dna.species.punchdamagehigh -= 4
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H.dna.species.punchdamagelow -= 4
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H.dna.species.punchstunthreshold += 2
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/datum/reagent/drug/skooma/on_mob_life(mob/living/carbon/M)
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1*REM)
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@@ -174,10 +174,13 @@
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include_modes = list(/datum/game_mode/nuclear)
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/datum/uplink_item/dangerous/rapid
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name = "Gloves of the North Star"
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desc = "These gloves let the user punch people very fast. Does not improve weapon attack speed or the meaty fists of a hulk."
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item = /obj/item/clothing/gloves/rapid
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cost = 8
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name = "Bands of the North Star"
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desc = "These armbands let the user punch people very fast and with the lethality of a legendary martial artist. \
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Does not improve weapon attack speed or the meaty fists of a hulk, but you will be unmatched in martial power. \
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Combines with all martial arts, but the user will be unable to bring themselves to use guns, nor remove the armbands."
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item = /obj/item/clothing/gloves/fingerless/pugilist/rapid
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cost = 30
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include_modes = list(/datum/game_mode/nuclear)
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/datum/uplink_item/dangerous/guardian
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name = "Holoparasites"
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