This commit is contained in:
@@ -98,10 +98,11 @@
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/checkObstacle)
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playsound(user, 'sound/weapons/thudswoosh.ogg', 40, TRUE, -1)
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var/leap_word = isfelinid(user) ? "pounce" : "leap" ///If cat, "pounce" instead of "leap".
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if(can_see(user, A, 7))
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user.visible_message("<span class='warning'>[user] leaps at [A]!</span>", "<span class='danger'>You leap at [A]!</span>")
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user.visible_message("<span class='warning'>[user] [leap_word]s at [A]!</span>", "<span class='danger'>You [leap_word] at [A]!</span>")
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else
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user.visible_message("<span class='warning'>[user] leaps!</span>", "<span class='danger'>You leap!</span>")
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user.visible_message("<span class='warning'>[user] [leap_word]s!</span>", "<span class='danger'>You [leap_word]!</span>")
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if(get_dist(user, A) < min_distance)
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A = get_ranged_target_turf(user, get_dir(user, A), min_distance) //TODO: this only works in cardinals/diagonals, make it work with in-betweens too!
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@@ -143,14 +144,18 @@
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return
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var/mob/living/carbon/target = hit
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var/mob/living/carbon/human/T = target
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var/mob/living/carbon/human/S = user
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var/tackle_word = isfelinid(user) ? "pounce" : "tackle" ///If cat, "pounce" instead of "tackle".
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var/roll = rollTackle(target)
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user.tackling = FALSE
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switch(roll)
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if(-INFINITY to -5)
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user.visible_message("<span class='danger'>[user] botches [user.p_their()] tackle and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!</span>", "<span class='userdanger'>You botch your tackle and slam your head into [target], knocking yourself silly!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] botches [user.p_their()] tackle and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!</span>")
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user.visible_message("<span class='danger'>[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!</span>", "<span class='userdanger'>You botch your [tackle_word] and slam your head into [target], knocking yourself silly!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!</span>")
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user.Paralyze(30)
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var/obj/item/bodypart/head/hed = user.get_bodypart(BODY_ZONE_HEAD)
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if(hed)
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@@ -158,30 +163,34 @@
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user.gain_trauma(/datum/brain_trauma/mild/concussion)
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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 on [target], briefly knocking [target.p_them()] off-balance!</span>", "<span class='userdanger'>You land a weak tackle 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 on you, briefly knocking you off-balance!</span>")
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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.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 on [target], sending them both tumbling!</span>", "<span class='userdanger'>You land a passable tackle on [target], sending you both tumbling!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a passable tackle on you, sending you both tumbling!</span>")
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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.Paralyze(5)
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user.Knockdown(20)
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target.Knockdown(25)
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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 on [target], knocking them both down hard!</span>", "<span class='userdanger'>You land a solid tackle on [target], knocking you both down hard!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a solid tackle on you, knocking you both down hard!</span>")
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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.Paralyze(5)
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user.Knockdown(10)
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target.Knockdown(20)
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if(3 to 4) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land
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user.visible_message("<span class='warning'>[user] lands an expert tackle on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!</span>", "<span class='userdanger'>You land an expert tackle on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands an expert tackle on you, knocking you down hard and maintaining a passive grab!</span>")
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user.visible_message("<span class='warning'>[user] lands an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!</span>", "<span class='userdanger'>You land an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands an expert [tackle_word] on you, knocking you down hard and maintaining a passive grab!</span>")
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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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@@ -192,8 +201,9 @@
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target.grabbedby(user)
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if(5 to INFINITY) // absolutely BODIED
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user.visible_message("<span class='warning'>[user] lands a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a monster tackle on you, knocking you senseless and aggressively pinning you!</span>")
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user.visible_message("<span class='warning'>[user] lands a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
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to_chat(target, "<span class='userdanger'>[user] lands a monster [tackle_word] on you, knocking you senseless and aggressively pinning you!</span>")
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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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