works on my machine
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@@ -1,31 +1,50 @@
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/datum/gauntlet_style
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var/name = "Baseline"
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var/desc = "There's no combos here, only bugs. Report this to a coder if you see this."
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var/list/examine_movesets /// you're manually filling this out btw
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var/desc = "Somehow, you sense two things; one, that there's no combos on this, and two, that you should probably have someone address this."
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var/obj/item/kinetic_crusher/glaive/gauntlets/hands // catch these
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/datum/gauntlet_style/proc/on_apply(obj/item/kinetic_crusher/glaive/gauntlets/hands)
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/datum/gauntlet_style/proc/on_apply(obj/item/kinetic_crusher/glaive/gauntlets/theseNewHands)
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hands = theseNewHands
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return // todo: changing variables per style
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/datum/gauntlet_style/proc/check_streak(mob/living/carbon/human/attacker, mob/living/defender, obj/item/kinetic_crusher/glaive/gauntlets/hands)
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/datum/gauntlet_style/proc/check_streak(mob/living/carbon/human/attacker, mob/living/defender)
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return FALSE
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/datum/gauntlet_style/proc/reset_streak(mob/living/carbon/user)
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hands.streak = ""
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user?.hud_used?.combo_display.update_icon_state(hands.streak)
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/datum/gauntlet_style/proc/examine_more_info()
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return desc
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#define BRAWLER_COMBO_CROSS "DH"
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/datum/gauntlet_style/brawler
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name = "Brawler"
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desc = "Throwing a punch is, theoretically, simple. Throwing a punch with a destabilizing module strapped to your hand? ...A bit less simple."
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examine_movesets = list("Disarm, Harm" = "One-Two Cross: Bonus damage. Chance of stunning.")
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name = "Rough and Tumble"
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desc = "Throwing a punch is simple. Throwing a punch with a destabilizing module strapped to your hand is less so, but still doable."
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/datum/gauntlet_style/brawler/check_streak(mob/living/carbon/human/attacker, mob/living/defender, obj/item/kinetic_crusher/glaive/gauntlets/hands)
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if(hands.streak.findtext(BRAWLER_COMBO_CROSS))
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hands.streak = ""
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/datum/gauntlet_style/brawler/examine_more_info()
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var/msg = list(span_notice(desc))
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msg += "Techniques:"
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msg += "Cross Punch - Disarm, Harm. In addition to being a regular strike, deals an extra third of a regular detonation's damage." // this wording kinda sucks i think
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return msg
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/datum/gauntlet_style/brawler/check_streak(mob/living/carbon/human/attacker, mob/living/defender)
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if(findtext(hands.streak, BRAWLER_COMBO_CROSS))
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crossCombo(attacker, defender)
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return TRUE
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return FALSE
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/datum/gauntlet_style/brawler/proc/crossCombo(attacker, defender)
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defender.apply_damage(hands.detonation_damage/3, BRUTE, blocked = defender.getarmor(type = BOMB))
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playsound(attacker, 'sound/weapons/punch1.ogg', 100, 1)
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D.visible_message("<span class='warning'>[attacker] delivers a solid one-two punch to [defender]!</span>", \
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/datum/gauntlet_style/brawler/proc/crossCombo(mob/living/carbon/attacker, mob/living/defender)
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reset_streak(attacker)
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playsound(attacker, 'sound/weapons/punch4.ogg', 100, FALSE)
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var/bonus_damage = (hands.force + hands.detonation_damage) / 3
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defender.apply_damage(bonus_damage, BRUTE, blocked = defender.getarmor(type = BOMB))
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var/datum/status_effect/crusher_damage/cd_tracker = defender.has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
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if(!QDELETED(defender) && !QDELETED(cd_tracker))
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cd_tracker.total_damage += bonus_damage //we did some damage, but let's not assume how much we did
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defender.visible_message("<span class='warning'>[attacker] delivers a solid one-two punch to [defender]!</span>", \
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"<span class='userdanger'>[attacker] hits you with a solid one-two punch!</span>")
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return TRUE
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#undef BRAWLER_CROSS
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#undef BRAWLER_COMBO_CROSS
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