experimental

This commit is contained in:
silicons
2020-07-27 13:09:54 -07:00
parent 22efdbffcd
commit 67b518bf42
10 changed files with 41 additions and 44 deletions
@@ -109,7 +109,7 @@
if(warcry)
M.say("[warcry]", ignore_spam = TRUE, forced = TRUE)
return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_HAND_IGNORE_ACTION
return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_IGNORE_ACTION
/obj/item/clothing/gloves/fingerless/pugilist/rapid/AltClick(mob/user)
var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
@@ -137,7 +137,7 @@
else
M.SetNextAction(CLICK_CD_RAPID)
return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_HAND_IGNORE_ACTION
return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_IGNORE_ACTION
/obj/item/clothing/gloves/botanic_leather
name = "botanist's leather gloves"
@@ -69,7 +69,7 @@
var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
var/list/block_return = list()
if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, block_return) & BLOCK_SUCCESS))
if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ((attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, block_return) & BLOCK_SUCCESS))
return FALSE
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
var/obj/item/bodypart/affecting = get_bodypart(impacting_zone)
@@ -110,7 +110,7 @@
return ..()
visible_message("<span class='warning'>[src] strikes back perfectly at [attacker], staggering them!</span>")
if(D.parry_data["HUMAN_PARRY_PUNCH"])
UnarmedAttack(attacker, TRUE, INTENT_HARM, UNARMED_ATTACK_PARRY)
UnarmedAttack(attacker, TRUE, INTENT_HARM, ATTACK_IS_PARRY_COUNTERATTACK | ATTACK_IGNORE_ACTION | ATTACK_IGNORE_CLICKDELAY | NO_AUTO_CLICKDELAY_HANDLING)
var/mob/living/L = attacker
if(istype(L))
L.Stagger(D.parry_data["HUMAN_PARRY_STAGGER"])
@@ -1445,7 +1445,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.grabbedby(user)
return 1
/datum/species/proc/harm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style, unarmed_attack_flags = NONE)
/datum/species/proc/harm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style, attackchain_flags = NONE)
if(!attacker_style && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm [target]!</span>")
return FALSE
@@ -1457,7 +1457,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target_message = "<span class='warning'>[target] blocks your attack!</span>")
return FALSE
if(!(unarmed_attack_flags & UNARMED_ATTACK_PARRY))
if(!(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK))
if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes punching cause staminaloss but funny martial artist types get a discount
user.adjustStaminaLossBuffered(1.5)
else
@@ -1499,7 +1499,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
if(unarmed_attack_flags & UNARMED_ATTACK_PARRY)
if(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)
miss_chance = 0
else
if(user.dna.species.punchdamagelow)
@@ -1686,7 +1686,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/proc/spec_hitby(atom/movable/AM, mob/living/carbon/human/H)
return
/datum/species/proc/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style, act_intent, unarmed_attack_flags)
/datum/species/proc/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style, act_intent, attackchain_flags)
if(!istype(M))
return
CHECK_DNA_AND_SPECIES(M)
@@ -1706,7 +1706,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
grab(M, H, attacker_style)
if("harm")
harm(M, H, attacker_style, unarmed_attack_flags)
harm(M, H, attacker_style, attackchain_flags)
if("disarm")
disarm(M, H, attacker_style)
@@ -1716,7 +1716,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// Allows you to put in item-specific reactions based on species
if(user != H)
var/list/block_return = list()
if(H.mob_run_block(I, totitemdamage, "the [I.name]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, block_return) & BLOCK_SUCCESS)
if(H.mob_run_block(I, totitemdamage, "the [I.name]", ((attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, block_return) & BLOCK_SUCCESS)
return 0
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
if(H.check_martial_melee_block())
@@ -277,7 +277,7 @@
if(data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
switch(parrying)
if(ITEM_PARRY)
active_parry_item.melee_attack_chain(src, attacker, null, ATTACKCHAIN_PARRY_COUNTERATTACK, data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
active_parry_item.melee_attack_chain(src, attacker, null, ATTACK_IS_PARRY_COUNTERATTACK | ATTACK_IGNORE_CLICKDELAY | ATTACK_IGNORE_ACTION | NO_AUTO_CLICKDELAY_HANDLING, data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
effect_text += "reflexively counterattacking with [active_parry_item]"
if(UNARMED_PARRY) // WARNING: If you are using these two, the attackchain parry counterattack flags and damage multipliers are unimplemented. Be careful with how you handle this.
UnarmedAttack(attacker)
+2 -2
View File
@@ -270,10 +270,10 @@
user.set_pull_offsets(src, grab_state)
return 1
/mob/living/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
/mob/living/on_attack_hand(mob/user, act_intent = user.a_intent, attackchain_flags)
..() //Ignoring parent return value here.
SEND_SIGNAL(src, COMSIG_MOB_ATTACK_HAND, user)
if((user != src) && act_intent != INTENT_HELP && (mob_run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE | ((unarmed_attack_flags & UNARMED_ATTACK_PARRY)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE), null, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS))
if((user != src) && act_intent != INTENT_HELP && (mob_run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE | ((attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE), null, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS))
log_combat(user, src, "attempted to touch")
visible_message("<span class='warning'>[user] attempted to touch [src]!</span>",
"<span class='warning'>[user] attempted to touch you!</span>", target = user,
@@ -87,7 +87,7 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
var/adjustment_amount = amount * 0.1
if(world.time + adjustment_amount > next_action)
DelayNextAction(adjustment_amount) //attacking it interrupts it attacking, but only briefly
DelayNextAction(adjustment_amount, flush = TRUE) //attacking it interrupts it attacking, but only briefly
. = ..()
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/death()
@@ -125,8 +125,8 @@ Difficulty: Medium
adjustHealth(-(L.maxHealth * 0.5))
L.gib()
return TRUE
DelayNextAction(CLICK_CD_MELEE)
miner_saw.melee_attack_chain(src, target)
DelayNextAction(CLICK_CD_MELEE, flush = TRUE)
miner_saw.melee_attack_chain(src, target, null, ATTACK_IGNORE_CLICKDELAY)
if(guidance)
adjustHealth(-2)
transform_weapon()
@@ -161,7 +161,7 @@ Difficulty: Medium
face_atom(target)
new /obj/effect/temp_visual/dir_setting/firing_effect(loc, dir)
Shoot(target)
DelayNextAction(CLICK_CD_RANGE)
DelayNextAction(CLICK_CD_RANGE, flush = TRUE)
//I'm still of the belief that this entire proc needs to be wiped from existence.
// do not take my touching of it to be endorsement of it. ~mso
@@ -173,7 +173,7 @@ Difficulty: Medium
return
if(dashing || !CheckActionCooldown() || !Adjacent(target))
if(dashing && next_action <= world.time)
SetNextAction(1, considered_action = FALSE, immediate = FALSE)
SetNextAction(1, considered_action = FALSE, immediate = FALSE, flush = TRUE)
INVOKE_ASYNC(src, .proc/quick_attack_loop) //lets try that again.
return
AttackingTarget()