Buffs lunging gloves a bit, so they arent a detriment to the user as much (#12336)
* Buffs leap all around * Kev suggestions * Im stoopid
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@@ -163,24 +163,24 @@
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if(-4 to -2) // glancing blow at best
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user.visible_message("<span class='warning'>[user] lands a weak [tackle_word] on [target], briefly knocking [target.p_them()] off-balance!</span>", "<span class='userdanger'>You land a weak [tackle_word] on [target], briefly knocking [target.p_them()] off-balance!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a weak [tackle_word] on you, briefly knocking you off-balance!</span>")
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user.Knockdown(30)
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target.adjustStaminaLoss(15)
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target.apply_status_effect(STATUS_EFFECT_TASED_WEAK, 6 SECONDS)
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if(-1 to 0) // decent hit, both parties are about equally inconvenienced
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user.visible_message("<span class='warning'>[user] lands a passable [tackle_word] on [target], sending them both tumbling!</span>", "<span class='userdanger'>You land a passable [tackle_word] on [target], sending you both tumbling!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a passable [tackle_word] on you, sending you both tumbling!</span>")
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target.adjustStaminaLoss(stamina_cost)
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target.adjustStaminaLoss(stamina_cost * 1.5)
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target.Paralyze(5)
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user.Knockdown(20)
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target.Knockdown(25)
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target.Knockdown(30)
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if(1 to 2) // solid hit, tackler has a slight advantage
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user.visible_message("<span class='warning'>[user] lands a solid [tackle_word] on [target], knocking them both down hard!</span>", "<span class='userdanger'>You land a solid [tackle_word] on [target], knocking you both down hard!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a solid [tackle_word] on you, knocking you both down hard!</span>")
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target.adjustStaminaLoss(30)
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target.adjustStaminaLoss(40)
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target.Paralyze(5)
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user.Knockdown(10)
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target.Knockdown(20)
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@@ -192,9 +192,9 @@
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user.SetKnockdown(0)
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user.set_resting(FALSE, TRUE, FALSE)
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user.forceMove(get_turf(target))
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target.adjustStaminaLoss(40)
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target.Paralyze(5)
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target.Knockdown(30)
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target.adjustStaminaLoss(50)
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target.Paralyze(3) //Otherwise the victim can just instantly get out of the grab.
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target.DefaultCombatKnockdown(20) //So they cant get up instantly.
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if(ishuman(target) && iscarbon(user))
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target.grabbedby(user)
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@@ -205,9 +205,9 @@
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user.SetKnockdown(0)
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user.set_resting(FALSE, TRUE, FALSE)
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user.forceMove(get_turf(target))
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target.adjustStaminaLoss(40)
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target.Paralyze(5)
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target.Knockdown(30)
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target.adjustStaminaLoss(65)
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target.Paralyze(10)
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target.DefaultCombatKnockdown(20)
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if(ishuman(target) && iscarbon(user))
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target.grabbedby(user)
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target.grippedby(user, instant = TRUE)
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