Changes the vast majority of punching to be more changable with gear, martial arts now utilize species punch values for damage.
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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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