* adds the rising bass file so I can port the file over from my mac

* copying my file from my mac

henk

* ADDS THE NEW MARTIAL ART - RISING BASS!!

* Fixes the fork?

* makes rising bass a little less hacky with code

* more fixes + fixes the last fixes.

* fixes a typo

* change cost to 18 tc

* fixes it

if it breaks I blame you again putnam

* fixes combo text

* Fix goose meat.

* Automatic changelog generation for PR #10269 [ci skip]

* a few fixes here and there and updating it

* Automatic changelog generation for PR #9751 [ci skip]

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Lin <linzolle@gmail.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
This commit is contained in:
r4d6
2019-12-24 12:22:43 -05:00
committed by GitHub
parent 7e8581ae88
commit 51200db298
13 changed files with 219 additions and 6 deletions
+2 -1
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@@ -7,4 +7,5 @@
#define MARTIALART_MUSHPUNCH "mushroom punch"
#define MARTIALART_KRAVMAGA "krav maga"
#define MARTIALART_CQC "CQC"
#define MARTIALART_PLASMAFIST "plasma fist"
#define MARTIALART_PLASMAFIST "plasma fist"
#define MARTIALART_RISINGBASS "rising bass"
+1
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@@ -226,6 +226,7 @@
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define RISING_BASS_TRAIT "rising_bass"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
#define MADE_UNCLONEABLE "made-uncloneable"
#define NUKEOP_TRAIT "nuke-op"
+2
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@@ -8,6 +8,8 @@
var/deflection_chance = 0 //Chance to deflect projectiles
var/reroute_deflection = FALSE //Delete the bullet, or actually deflect it in some direction?
var/block_chance = 0 //Chance to block melee attacks using items while on throw mode.
var/dodge_chance = 0
var/restraining = 0 //used in cqc's disarm_act to check if the disarmed is being restrained and so whether they should be put in a chokehold or not
var/help_verb
var/pacifism_check = TRUE //are the martial arts combos/attacks unable to be used by pacifist.
var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
-1
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@@ -10,7 +10,6 @@
help_verb = /mob/living/carbon/human/proc/CQC_help
block_chance = 75
var/old_grab_state = null
var/restraining = FALSE
/datum/martial_art/cqc/reset_streak(mob/living/carbon/human/new_target)
. = ..()
+156
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@@ -0,0 +1,156 @@
#define SIDE_KICK_COMBO "DH"
#define SHOULDER_FLIP_COMBO "GHDGHH"
#define REPULSE_PUNCH_COMBO "GHGH"
#define FOOT_SMASH_COMBO "HH"
#define DEFT_SWITCH_COMBO "GDD"
/datum/martial_art/the_rising_bass
name = "The Rising Bass"
id = MARTIALART_RISINGBASS
dodge_chance = 100
allow_temp_override = FALSE
help_verb = /mob/living/carbon/human/proc/rising_bass_help
/datum/martial_art/the_rising_bass/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(findtext(streak,SIDE_KICK_COMBO))
streak = ""
sideKick(A,D)
return 1
if(findtext(streak,SHOULDER_FLIP_COMBO))
streak = ""
shoulderFlip(A,D)
return 1
if(findtext(streak,REPULSE_PUNCH_COMBO))
streak = ""
repulsePunch(A,D)
return 1
if(findtext(streak,FOOT_SMASH_COMBO))
streak = ""
footSmash(A,D)
return 1
if(findtext(streak,DEFT_SWITCH_COMBO))
streak = ""
deftSwitch(A,D)
return 1
return 0
/datum/martial_art/the_rising_bass/proc/sideKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!D.IsKnockdown() || D.lying == 0)
var/turf/H = get_step(D, A.dir & (NORTH | SOUTH) ? pick(EAST, WEST) : pick(NORTH, SOUTH))
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
D.visible_message("<span class='warning'>[A] kicks [D] in the side, sliding them over!</span>", \
"<span class='userdanger'>[A] kicks you in the side, forcing you to step away!</span>")
playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
D.Knockdown(60)
var/L = H
for(var/obj/i in H.contents)
if(!istype(i,/mob) && i.density == 1)
L = D.loc
D.forceMove(L)
log_combat(A, D, "side kicked (Rising Bass)")
return 1
return basic_hit(A,D)
/datum/martial_art/the_rising_bass/proc/shoulderFlip(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!D.IsKnockdown() || !D.lying)
var/turf/H = get_step(A, get_dir(D,A))
var/L = H
for(var/obj/i in H.contents)
if(!istype(i,/mob) && i.density == 1)//(i.anchored == 1 && i.density == 1) || istype(i,/obj/structure) || istype(i,/turf/closed)
L = A.loc
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
D.visible_message("<span class='warning'>[A] flips [D] over their shoulder, slamming them into the ground!</span>", \
"<span class='userdanger'>[A] flips you over their shoulder, slamming you into the ground!</span>")
playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
D.emote("scream")
D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
D.Sleeping(60)
D.Knockdown(300)
D.forceMove(L)
log_combat(A, D, "shoulder flipped (Rising Bass)")
return 1
return basic_hit(A,D)
/datum/martial_art/the_rising_bass/proc/repulsePunch(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!D.IsKnockdown() || !D.lying)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
D.visible_message("<span class='warning'>[A] smashes [D] in the chest, throwing them away!</span>", \
"<span class='userdanger'>[A] smashes you in the chest, repelling you away!</span>")
playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
var/atom/F = get_edge_target_turf(D, get_dir(A, get_step_away(D, A)))
D.throw_at(F, 10, 1)
D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
D.Knockdown(90)
log_combat(A, D, "repulse punched (Rising Bass)")
return 1
return basic_hit(A,D)
/datum/martial_art/the_rising_bass/proc/footSmash(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!D.IsKnockdown() || !D.lying)
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
D.visible_message("<span class='warning'>[A] smashes their foot down on [D]'s foot!</span>", \
"<span class='userdanger'>[A] smashes your foot!</span>")
playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
D.dropItemToGround(D.get_active_held_item())
log_combat(A, D, "foot smashed (Rising Bass)")
return 1
return basic_hit(A,D)
/datum/martial_art/the_rising_bass/proc/deftSwitch(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!D.IsKnockdown() || !D.lying)
if (D.get_active_held_item())
var/obj/item/G = D.get_active_held_item()
if (G && !(G.item_flags & (ABSTRACT|DROPDEL)) && D.temporarilyRemoveItemFromInventory(G))
A.put_in_hands(G)
D.visible_message("<span class='warning'>[A] slaps [D]'s hands, taking [G] from them!</span>", \
"<span class='userdanger'>[A] slaps you, taking [G] from you!</span>")
log_combat(A, D, "deft switched (Rising Bass)")
return 1
else
to_chat(A, "<i>[G] can't be taken out of [D]'s hands!</i>")
return 0
/datum/martial_art/the_rising_bass/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
add_to_streak("D",D)
if(check_streak(A,D))
return 1
return ..()
/datum/martial_art/the_rising_bass/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
add_to_streak("H",D)
if(check_streak(A,D))
return 1
return ..()
/datum/martial_art/the_rising_bass/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
add_to_streak("G",D)
if(check_streak(A,D))
return 1
return ..()
/mob/living/carbon/human/proc/rising_bass_help()
set name = "Recall Teachings"
set desc = "Remember the martial techniques of the Rising Bass clan."
set category = "Rising Bass"
to_chat(usr, "<b><i>You retreat inward and recall the teachings of the Rising Bass...</i></b>")
to_chat(usr, "<span class='notice'>Side Kick</span>: Disarm Harm. Forces opponent to step to the side.")
to_chat(usr, "<span class='notice'>Shoulder Flip</span>: Grab Harm Disarm Grab Harm Harm. Flips opponent over your shoulder and stuns.")
to_chat(usr, "<span class='notice'>Repulse Punch</span>: Grab Harm Grab Harm. Slams the opponent far away from you.")
to_chat(usr, "<span class='notice'>Foot Smash</span>: Harm Harm. Stuns opponent, minor damage.")
to_chat(usr, "<span class='notice'>Deft Switch</span>: Grab Disarm Disarm. Switches the opponent's held item for your own. Most useful with nothing in your hand.")
/datum/martial_art/the_rising_bass/teach(mob/living/carbon/human/H, make_temporary = FALSE)
. = ..()
if(!.)
return
ADD_TRAIT(H, TRAIT_NOGUNS, RISING_BASS_TRAIT)
/datum/martial_art/the_rising_bass/on_remove(mob/living/carbon/human/H)
. = ..()
REMOVE_TRAIT(H, TRAIT_NOGUNS, RISING_BASS_TRAIT)
+17
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@@ -414,6 +414,23 @@
name = "empty scroll"
icon_state = "blankscroll"
/obj/item/book/granter/martial/bass
martial = /datum/martial_art/the_rising_bass
name = "shifting scroll"
martialname = "rising bass"
desc = "A paper scroll that seems to move even as you read it, the letters never seem to stay still."
greet = "<span class='sciradio'>You have learned the ancient martial art of the Rising Bass. Your skill at running away has increased quite a bit. Use the combos to get away from opponents quickly. Along with this, you now dodge all projectiles and catch anything thrown at you.</span>"
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll2"
remarks = list("The trick is to disarm them...","Running away helps in many situations...","Never stay still...","Fighting won't help unless you're forced to...", "Crush their limbs to incapacitate them...", "Stay as far away as possible...")
/obj/item/book/granter/martial/bass/onlearned(mob/living/carbon/user)
..()
if(oneuse == TRUE)
desc = "It's completely blank."
name = "empty scroll"
icon_state = "blankscroll"
/obj/item/book/granter/martial/plasma_fist
martial = /datum/martial_art/plasma_fist
name = "frayed scroll"
@@ -50,6 +50,9 @@
/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
. = FALSE
if(mind)
if(mind.martial_art && mind.martial_art.dodge_chance == 100)
return TRUE
if(!skip_throw_mode_check && !in_throw_mode)
return
if(get_active_held_item())
@@ -63,6 +66,13 @@
if(can_catch_item())
if(istype(AM, /obj/item))
var/obj/item/I = AM
if (mind)
if (mind.martial_art && mind.martial_art.dodge_chance == 100) //autocatch for rising bass
if (get_active_held_item())
visible_message("<span class='warning'>[I] falls to the ground as [src] chops it out of the air!</span>")
return 1
if(!in_throw_mode)
throw_mode_on()
if(isturf(I.loc))
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
@@ -46,6 +46,12 @@
return spec_return
if(mind)
if (mind.martial_art && mind.martial_art.dodge_chance)
if(!lying && dna && !dna.check_mutation(HULK))
if(prob(mind.martial_art.dodge_chance))
var/dodgemessage = pick("dodges under the projectile!","dodges to the right of the projectile!","jumps over the projectile!")
visible_message("<span class='danger'>[src] [dodgemessage]</span>", "<span class='userdanger'>You dodge the projectile!</span>")
return -1
if(mind.martial_art && !incapacitated(FALSE, TRUE) && mind.martial_art.can_use(src) && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(mind.martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
@@ -145,7 +151,7 @@
skipcatch = TRUE
blocked = TRUE
else if(I)
if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD)
if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && !(mind.martial_art && mind.martial_art.dodge_chance == 100))
if(can_embed(I))
if(prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE))
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
@@ -158,7 +164,9 @@
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
hitpush = FALSE
skipcatch = TRUE //can't catch the now embedded item
if (mind)
if (mind.martial_art && mind.martial_art.dodge_chance == 100)
skipcatch = FALSE
return ..()
/mob/living/carbon/human/grabbedby(mob/living/carbon/user, supress_message = 0)
@@ -9,7 +9,7 @@
mob_biotypes = list(MOB_ORGANIC, MOB_BEAST)
speak_chance = 0
turns_per_move = 5
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat = 2)
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 2)
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
+10 -1
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@@ -641,7 +641,7 @@
cost = 2
/datum/uplink_item/stealthy_weapons/martialarts
name = "Martial Arts Scroll"
name = "Sleeping Carp Scroll"
desc = "This scroll contains the secrets of an ancient martial arts technique. You will master unarmed combat, \
deflecting all ranged weapon fire, but you also refuse to use dishonorable ranged weaponry."
item = /obj/item/book/granter/martial/carp
@@ -649,6 +649,15 @@
surplus = 0
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/stealthy_weapons/martialartstwo
name = "Rising Bass Scroll"
desc = "This scroll contains the secrets of an ancient martial arts technique. You will become proficient in fleeing situations, \
and dodging all ranged weapon fire, but you will refuse to use dishonorable ranged weaponry."
item = /obj/item/book/granter/martial/bass
cost = 18
surplus = 0
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/stealthy_weapons/crossbow
name = "Miniature Energy Crossbow"
desc = "A short bow mounted across a tiller in miniature. Small enough to \