the damage_roll proc needs to always be before check_streak

This commit is contained in:
necromanceranne
2020-04-06 16:51:26 +10:00
parent ff4847b441
commit 60c8aab520
2 changed files with 10 additions and 10 deletions
+3 -3
View File
@@ -129,19 +129,19 @@
return TRUE
/datum/martial_art/krav_maga/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
damage_roll(A,D)
if(check_streak(A,D))
return TRUE
log_combat(A, D, "grabbed (Krav Maga)")
damage_roll(A,D)
..()
/datum/martial_art/krav_maga/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
damage_roll(A,D)
if(check_streak(A,D))
return TRUE
log_combat(A, D, "punched")
damage_roll(A,D)
var/picked_hit_type = pick("punches", "kicks")
var/bonus_damage = 0
if(CHECK_MOBILITY(D, MOBILITY_STAND))
@@ -160,11 +160,11 @@
return TRUE
/datum/martial_art/krav_maga/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
damage_roll(A,D)
if(check_streak(A,D))
return TRUE
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
damage_roll(A,D)
if(D.mobility_flags & MOBILITY_STAND)
D.visible_message("<span class='danger'>[A] reprimands [D]!</span>", \
"<span class='userdanger'>You're slapped by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
+7 -7
View File
@@ -309,11 +309,11 @@
switch(rand(1,3))
if (2)
D.adjustBruteLoss(rand(20,30))
D.apply_damage(damage_base + 25, BRUTE)
if (3)
D.ex_act(EXPLODE_LIGHT)
else
D.adjustBruteLoss(rand(10,20))
D.apply_damage(damage_base + 15, BRUTE)
else
D.ex_act(EXPLODE_LIGHT)
@@ -345,7 +345,7 @@
addtimer(CALLBACK(src, .proc/CheckStrikeTurf, A, T), 4)
A.visible_message("<span class = 'danger'><b>[A] headbutts [D]!</b></span>")
D.adjustBruteLoss(rand(10,20))
D.apply_damage(damage_base + 15, BRUTE)
playsound(A.loc, "swing_hit", 50, 1)
D.Unconscious(20)
log_combat(A, D, "headbutted")
@@ -359,7 +359,7 @@
A.visible_message("<span class = 'danger'><B>[A] roundhouse-kicks [D]!</B></span>")
playsound(A.loc, "swing_hit", 50, 1)
D.adjustBruteLoss(rand(10,20))
D.apply_damage(damage_base + 15, STAMINA)
var/turf/T = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
if (T && isturf(T))
@@ -401,7 +401,7 @@
A.pixel_y = 0
if (falling == 1)
A.visible_message("<span class = 'danger'><B>...and dives head-first into the ground, ouch!</b></span>")
A.adjustBruteLoss(rand(10,20))
A.apply_damage(damage_base + 15, BRUTE)
A.DefaultCombatKnockdown(60)
to_chat(A, "[D] is too far away!")
return FALSE
@@ -427,9 +427,9 @@
if (prob(33) || D.stat)
D.ex_act(EXPLODE_LIGHT)
else
D.adjustBruteLoss(rand(20,30))
D.apply_damage(damage_base + 25, BRUTE)
else
D.adjustBruteLoss(rand(20,30))
D.apply_damage(damage_base + 25, BRUTE)
D.DefaultCombatKnockdown(40)