Makes martial arts use Knockdown() instead of Stun() for their stuns (#5617)
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@@ -47,7 +47,7 @@
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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.adjustBrainLoss(5)
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A.Stun(rand(10,45))
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D.Stun(rand(5,30))
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D.Knockdown(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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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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atk_verb = pick("punches", "kicks", "hits", "slams into")
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@@ -63,4 +63,4 @@
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if(atk_verb)
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add_logs(A, D, "[atk_verb] (Psychotic Brawling)")
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return 1
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return 1
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@@ -43,7 +43,7 @@
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D.emote("scream")
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D.dropItemToGround(D.get_active_held_item())
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D.apply_damage(5, BRUTE, pick("l_arm", "r_arm"))
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D.Stun(60)
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D.Knockdown(60)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun()
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return 1
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add_logs(A, D, "wrist wrenched (Sleeping Carp)")
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return basic_hit(A,D)
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@@ -67,7 +67,7 @@
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"<span class='userdanger'>[A] winds you with a knee in the stomach!</span>")
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D.audible_message("<b>[D]</b> gags!")
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D.losebreath += 3
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D.Stun(40)
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D.Knockdown(40)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun()
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
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return 1
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add_logs(A, D, "stomach kneed (Sleeping Carp)")
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@@ -81,7 +81,7 @@
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D.apply_damage(20, BRUTE, "head")
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D.drop_all_held_items()
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
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D.Stun(80)
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D.Knockdown(80)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun()
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return 1
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add_logs(A, D, "head kicked (Sleeping Carp)")
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return basic_hit(A,D)
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