([\W\.])Knockdown\(
This commit is contained in:
@@ -507,7 +507,7 @@
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L.lastattackerckey = user.ckey
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L.adjustStaminaLoss(35) //because previously it took 5-6 hits to actually "incapacitate" someone for the purposes of the sleep inducement
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L.Knockdown(140)
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L.DefaultCombatKnockdown(140)
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L.apply_effect(EFFECT_STUTTER, 7)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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@@ -72,7 +72,7 @@
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if(rand(5 + powerlevel) >= 5)
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target.visible_message("<span class='danger'>[user] lands a vicious punch, sending [target] away!</span>", \
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"<span class='userdanger'>[user] has landed a horrifying punch on you, sending you flying!!</span>", null, COMBAT_MESSAGE_RANGE)
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target.Knockdown(min(5, rand(10, 10 * powerlevel)) )
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target.DefaultCombatKnockdown(min(5, rand(10, 10 * powerlevel)) )
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// Chance of KO
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if(rand(6 + powerlevel) >= 6 && target.stat <= UNCONSCIOUS)
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target.Unconscious(40)
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@@ -147,7 +147,7 @@
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// Knock Down (if Living)
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if (isliving(M))
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var/mob/living/L = M
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L.Knockdown(pull_power * 10 + 20)
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L.DefaultCombatKnockdown(pull_power * 10 + 20)
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// Knock Back (before Knockdown, which probably cancels pull)
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var/send_dir = get_dir(owner, M)
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var/turf/T = get_ranged_target_turf(M, send_dir, pull_power)
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@@ -306,7 +306,7 @@
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// Bloodsuckers not affected by "the Kiss" of another vampire
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if (!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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target.Unconscious(50,0)
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target.Knockdown(40 + 5 * level_current,1)
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target.DefaultCombatKnockdown(40 + 5 * level_current,1)
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// NOTE: THis is based on level of power!
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if (ishuman(target))
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target.adjustStaminaLoss(5, forced = TRUE)// Base Stamina Damage
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@@ -70,7 +70,7 @@
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if (newtarget && newtarget != target && !(newtarget in foundtargets))//!newtarget.IsKnockdown())
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if (rand(0, 5) < level_current)
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playsound(get_turf(newtarget), "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1)
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newtarget.Knockdown(10 + level_current * 5)
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newtarget.DefaultCombatKnockdown(10 + level_current * 5)
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if(newtarget.IsStun())
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newtarget.spin(10,1)
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if (rand(0,4))
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@@ -70,7 +70,7 @@
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if(target.Adjacent(owner))
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// LEVEL 2: If behind target, mute or unconscious!
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if(do_knockdown) // && level_current >= 1)
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target.Knockdown(15 + 10 * level_current,1)
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target.DefaultCombatKnockdown(15 + 10 * level_current,1)
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target.adjustStaminaLoss(40 + 10 * level_current)
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// Cancel Walk (we were close enough to contact them)
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walk(owner, 0)
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@@ -30,7 +30,7 @@
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H.confused += 3
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for(var/mob/living/silicon/S in range(2,user))
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to_chat(S, "<span class='userdanger'>Your sensors are disabled by a shower of blood!</span>")
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S.Knockdown(60)
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S.DefaultCombatKnockdown(60)
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var/turf = get_turf(user)
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user.gib()
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. = TRUE
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@@ -24,7 +24,7 @@
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if(issilicon(M))
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SEND_SOUND(M, sound('sound/weapons/flash.ogg'))
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M.Knockdown(rand(100,200))
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M.DefaultCombatKnockdown(rand(100,200))
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for(var/obj/machinery/light/L in range(4, user))
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L.on = 1
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@@ -26,7 +26,7 @@
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changeling.chem_recharge_slowdown -= 0.5
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if(stacks >= 20)
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to_chat(user, "<span class='danger'>We collapse in exhaustion.</span>")
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user.Knockdown(60)
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user.DefaultCombatKnockdown(60)
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user.emote("gasp")
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INVOKE_ASYNC(src, .proc/muscle_loop, user)
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@@ -40,7 +40,7 @@
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if(user.stat != CONSCIOUS || user.staminaloss >= 90)
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active = !active
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to_chat(user, "<span class='notice'>Our muscles relax without the energy to strengthen them.</span>")
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user.Knockdown(40)
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user.DefaultCombatKnockdown(40)
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user.remove_movespeed_modifier(MOVESPEED_ID_CHANGELING_MUSCLES)
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changeling.chem_recharge_slowdown -= 0.5
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break
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@@ -80,7 +80,7 @@
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if(iscultist(L)) //No longer stuns cultists, instead sets them on fire and burns them
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to_chat(L, "<span class='heavy_brass'>\"Watch your step, wretch.\"</span>")
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L.adjustFireLoss(10)
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L.Knockdown(20, FALSE)
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L.DefaultCombatKnockdown(20, FALSE)
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L.adjust_fire_stacks(5) //Burn!
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L.IgniteMob()
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else
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@@ -155,7 +155,7 @@
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if(brutedamage || burndamage)
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L.adjustBruteLoss(-(brutedamage * 0.25))
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L.adjustFireLoss(-(burndamage * 0.25))
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L.Knockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
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L.DefaultCombatKnockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.silent += 5
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@@ -196,7 +196,7 @@
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if(!iscultist(L))
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L.visible_message("<span class='warning'>[L]'s eyes blaze with brilliant light!</span>", \
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"<span class='userdanger'>Your vision suddenly screams with white-hot light!</span>")
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L.Knockdown(15, TRUE, FALSE, 15)
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L.DefaultCombatKnockdown(15, TRUE, FALSE, 15)
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L.apply_status_effect(STATUS_EFFECT_KINDLE)
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L.flash_act(1, 1)
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if(issilicon(target))
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@@ -57,15 +57,15 @@
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else if(!..())
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if(!L.anti_magic_check())
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if(issilicon(L))
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L.Knockdown(100)
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L.DefaultCombatKnockdown(100)
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else if(iscultist(L))
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L.confused += CLAMP(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
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to_chat(L, "<span class ='userdanger'>[src] crashes into you with burning force, sending you reeling!</span>")
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L.adjust_fire_stacks(2)
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L.Knockdown(1)
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L.DefaultCombatKnockdown(1)
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L.IgniteMob()
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else
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L.Knockdown(40)
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L.DefaultCombatKnockdown(40)
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GLOB.clockwork_vitality += L.adjustFireLoss(bonus_burn * 3) //normally a total of 40 damage, 70 with ratvar
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break_spear(T)
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else
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@@ -176,7 +176,7 @@
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var/datum/status_effect/belligerent/B = C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
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if(!QDELETED(B))
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B.duration = world.time + 30
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C.Knockdown(5) //knocks down for half a second if affected
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C.DefaultCombatKnockdown(5) //knocks down for half a second if affected
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sleep(!GLOB.ratvar_approaches ? 16 : 10)
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name = "judicial blast"
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layer = ABOVE_ALL_MOB_LAYER
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@@ -196,7 +196,7 @@
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L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
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"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
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continue
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L.Knockdown(15) //knocks down briefly when exploding
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L.DefaultCombatKnockdown(15) //knocks down briefly when exploding
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if(!iscultist(L))
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L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
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"<span class='userdanger'>[!issilicon(L) ? "An unseen force slams you into the ground!" : "ERROR: Motor servos disabled by external source!"]</span>")
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@@ -57,5 +57,5 @@
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L.confused = min(L.confused + 15, 50)
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L.dizziness = min(L.dizziness + 15, 50)
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if(L.confused >= 25)
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L.Knockdown(FLOOR(L.confused * 0.8, 1))
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L.DefaultCombatKnockdown(FLOOR(L.confused * 0.8, 1))
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take_damage(max_integrity)
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@@ -22,7 +22,7 @@
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if(buckled_mobs && LAZYLEN(buckled_mobs))
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var/mob/living/L = buckled_mobs[1]
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if(iscarbon(L))
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L.Knockdown(100)
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L.DefaultCombatKnockdown(100)
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L.visible_message("<span class='warning'>[L] is maimed as the skewer shatters while still in [L.p_their()] body!</span>")
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L.adjustBruteLoss(15)
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unbuckle_mob(L)
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@@ -117,6 +117,6 @@
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return
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skewee.visible_message("<span class='danger'>[skewee] comes free of [src] with a squelching pop!</span>", \
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"<span class='boldannounce'>You come free of [src]!</span>")
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skewee.Knockdown(30)
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skewee.DefaultCombatKnockdown(30)
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playsound(skewee, 'sound/misc/desceration-03.ogg', 50, TRUE)
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unbuckle_mob(skewee)
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@@ -439,7 +439,7 @@
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"<span class='userdanger'>A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!</span>")
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else
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if(!iscultist(L))
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L.Knockdown(160)
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L.DefaultCombatKnockdown(160)
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L.adjustStaminaLoss(140) //Ensures hard stamcrit
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L.flash_act(1,1)
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if(issilicon(target))
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@@ -49,7 +49,7 @@
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/obj/item/melee/cultblade/attack(mob/living/target, mob/living/carbon/human/user)
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if(!iscultist(user))
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user.Knockdown(100)
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user.DefaultCombatKnockdown(100)
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user.dropItemToGround(src, TRUE)
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user.visible_message("<span class='warning'>A powerful force shoves [user] away from [target]!</span>", \
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"<span class='cultlarge'>\"You shouldn't play with sharp things. You'll poke someone's eye out.\"</span>")
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@@ -148,7 +148,7 @@
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user.emote("scream")
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user.apply_damage(30, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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user.dropItemToGround(src, TRUE)
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user.Knockdown(50)
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user.DefaultCombatKnockdown(50)
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return
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force = initial(force)
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jaunt.Grant(user, src)
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@@ -405,7 +405,7 @@
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to_chat(user, "<span class='warning'>An overwhelming sense of nausea overpowers you!</span>")
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user.dropItemToGround(src, TRUE)
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user.Dizzy(30)
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user.Knockdown(100)
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user.DefaultCombatKnockdown(100)
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else
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to_chat(user, "<span class='cultlarge'>\"Trying to use things you don't own is bad, you know.\"</span>")
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to_chat(user, "<span class='userdanger'>The armor squeezes at your body!</span>")
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@@ -457,7 +457,7 @@
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to_chat(user, "<span class='warning'>An overwhelming sense of nausea overpowers you!</span>")
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user.dropItemToGround(src, TRUE)
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user.Dizzy(30)
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user.Knockdown(100)
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user.DefaultCombatKnockdown(100)
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else
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to_chat(user, "<span class='cultlarge'>\"Trying to use things you don't own is bad, you know.\"</span>")
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to_chat(user, "<span class='userdanger'>The robes squeeze at your body!</span>")
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@@ -478,7 +478,7 @@
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to_chat(user, "<span class='cultlarge'>\"You want to be blind, do you?\"</span>")
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user.dropItemToGround(src, TRUE)
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user.Dizzy(30)
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user.Knockdown(100)
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user.DefaultCombatKnockdown(100)
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user.blind_eyes(30)
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/obj/item/reagent_containers/glass/beaker/unholywater
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@@ -499,7 +499,7 @@
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/obj/item/shuttle_curse/attack_self(mob/living/user)
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if(!iscultist(user))
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user.dropItemToGround(src, TRUE)
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user.Knockdown(100)
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user.DefaultCombatKnockdown(100)
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to_chat(user, "<span class='warning'>A powerful force shoves you away from [src]!</span>")
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return
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if(curselimit > 1)
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@@ -705,10 +705,10 @@
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if(is_servant_of_ratvar(L))
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to_chat(L, "<span class='cultlarge'>\"Kneel for me, scum\"</span>")
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L.confused += CLAMP(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
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L.Knockdown(15)
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L.DefaultCombatKnockdown(15)
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L.adjustBruteLoss(10)
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else
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L.Knockdown(50)
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L.DefaultCombatKnockdown(50)
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break_spear(T)
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else
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..()
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@@ -843,7 +843,7 @@
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INVOKE_ASYNC(src, .proc/pewpew, user, params)
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var/obj/structure/emergency_shield/invoker/N = new(user.loc)
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if(do_after(user, 90, target = user))
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user.Knockdown(40)
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user.DefaultCombatKnockdown(40)
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to_chat(user, "<span class='cult italic'>You have exhausted the power of this spell!</span>")
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firing = FALSE
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if(N)
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@@ -908,7 +908,7 @@
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else
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var/mob/living/L = target
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if(L.density)
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L.Knockdown(20)
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L.DefaultCombatKnockdown(20)
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L.adjustBruteLoss(45)
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playsound(L, 'sound/hallucinations/wail.ogg', 50, 1)
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L.emote("scream")
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@@ -944,7 +944,7 @@
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T.visible_message("<span class='warning'>The sheer force from [P] shatters the mirror shield!</span>")
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new /obj/effect/temp_visual/cult/sparks(T)
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playsound(T, 'sound/effects/glassbr3.ogg', 100)
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owner.Knockdown(25)
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owner.DefaultCombatKnockdown(25)
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qdel(src)
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return FALSE
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if(P.is_reflectable)
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@@ -1001,9 +1001,9 @@
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else if(!..())
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if(!L.anti_magic_check())
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if(is_servant_of_ratvar(L))
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L.Knockdown(60)
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L.DefaultCombatKnockdown(60)
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else
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L.Knockdown(30)
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L.DefaultCombatKnockdown(30)
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if(D.thrower)
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for(var/mob/living/Next in orange(2, T))
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if(!Next.density || iscultist(Next))
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@@ -219,7 +219,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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L.visible_message("<span class='warning'>[L]'s eyes glow a defiant yellow!</span>", \
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"<span class='cultlarge'>\"Stop resisting. You <i>will</i> be mi-\"</span>\n\
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<span class='large_brass'>\"Give up and you will feel pain unlike anything you've ever felt!\"</span>")
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L.Knockdown(80)
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L.DefaultCombatKnockdown(80)
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else if(is_convertable)
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do_convert(L, invokers)
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else
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@@ -908,7 +908,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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if(affecting.key)
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affecting.visible_message("<span class='warning'>[affecting] slowly relaxes, the glow around [affecting.p_them()] dimming.</span>", \
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"<span class='danger'>You are re-united with your physical form. [src] releases its hold over you.</span>")
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affecting.Knockdown(40)
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affecting.DefaultCombatKnockdown(40)
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break
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if(affecting.health <= 10)
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to_chat(G, "<span class='cultitalic'>Your body can no longer sustain the connection!</span>")
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@@ -970,7 +970,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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playsound(T, 'sound/magic/enter_blood.ogg', 100, 1)
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visible_message("<span class='warning'>A colossal shockwave of energy bursts from the rune, disintegrating it in the process!</span>")
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for(var/mob/living/L in range(src, 3))
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L.Knockdown(30)
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L.DefaultCombatKnockdown(30)
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empulse(T, 0.42*(intensity), 1)
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var/list/images = list()
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var/zmatch = T.z
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@@ -32,7 +32,7 @@
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if(BANE_HARVEST)
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if(istype(weapon, /obj/item/reagent_containers/food/snacks/grown/))
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visible_message("<span class='warning'>The spirits of the harvest aid in the exorcism.</span>", "<span class='notice'>The harvest spirits are harming you.</span>")
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Knockdown(40)
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DefaultCombatKnockdown(40)
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qdel(weapon)
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return 2
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return 1
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@@ -584,7 +584,7 @@
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playsound(loc,'sound/effects/snap.ogg',50, 1, -1)
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L.electrocute_act(0, src, 1, 1, 1)
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if(iscyborg(L))
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L.Knockdown(100)
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L.DefaultCombatKnockdown(100)
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qdel(src)
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..()
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@@ -261,7 +261,7 @@
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GiveHint(target)
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else if(is_pointed(I))
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to_chat(target, "<span class='userdanger'>You feel a stabbing pain in [parse_zone(user.zone_selected)]!</span>")
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target.Knockdown(40)
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target.DefaultCombatKnockdown(40)
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GiveHint(target)
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else if(istype(I, /obj/item/bikehorn))
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to_chat(target, "<span class='userdanger'>HONK</span>")
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Reference in New Issue
Block a user