Merge pull request #13233 from Hatterhat/za-hando
[READY] za hando - a pr about ling claws and punching shit
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@@ -254,10 +254,10 @@
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if(href_list["pockets"])
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var/strip_mod = 1
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var/strip_silence = FALSE
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var/obj/item/clothing/gloves/g = gloves
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if (istype(g))
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strip_mod = g.strip_mod
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strip_silence = g.strip_silence
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var/obj/item/clothing/gloves/G = gloves
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if(istype(G))
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strip_mod = G.strip_mod
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strip_silence = G.strip_silence
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var/pocket_side = href_list["pockets"]
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var/pocket_id = (pocket_side == "right" ? SLOT_R_STORE : SLOT_L_STORE)
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var/obj/item/pocket_item = (pocket_id == SLOT_R_STORE ? r_store : l_store)
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@@ -64,7 +64,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/stunmod = 1 // multiplier for stun duration
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var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
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var/punchdamagehigh = 10 //highest possible punch damage
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var/punchstunthreshold = 10//damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
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var/punchstunthreshold = 10 //damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
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var/punchwoundbonus = 0 // additional wound bonus. generally zero.
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var/siemens_coeff = 1 //base electrocution coefficient
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var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
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var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
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@@ -1386,6 +1387,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
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var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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var/punchwoundbonus = user.dna.species.punchwoundbonus
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var/puncherstam = user.getStaminaLoss()
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var/puncherbrute = user.getBruteLoss()
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var/punchedstam = target.getStaminaLoss()
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@@ -1401,6 +1403,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//END OF CITADEL CHANGES
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var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
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if(HAS_TRAIT(user, TRAIT_PUGILIST))
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affecting = target.get_bodypart(check_zone(user.zone_selected)) // if you're going the based unarmed route you won't miss
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if(!affecting) //Maybe the bodypart is missing? Or things just went wrong..
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affecting = target.get_bodypart(BODY_ZONE_CHEST) //target chest instead, as failsafe. Or hugbox? You decide.
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@@ -1412,8 +1416,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(user.dna.species.punchdamagelow)
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if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
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miss_chance = 0
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else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists have a flat 10% miss chance
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miss_chance = 10
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else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists, being good at Punching People, also never miss
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miss_chance = 0
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else
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miss_chance = min(10 + max(puncherstam * 0.5, puncherbrute * 0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
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@@ -1427,12 +1431,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/armor_block = target.run_armor_check(affecting, "melee")
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if(HAS_TRAIT(user, TRAIT_MAULER)) // maulers get 15 armorpierce because if you're going to punch someone you might as well do a good job of it
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armor_block = target.run_armor_check(affecting, "melee", armour_penetration = 15) // lot of good that sec jumpsuit did you
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playsound(target.loc, user.dna.species.attack_sound, 25, 1, -1)
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target.visible_message("<span class='danger'>[user] [atk_verb]s [target]!</span>", \
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"<span class='userdanger'>[user] [atk_verb]s you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
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user, "<span class='danger'>You [atk_verb] [target]!</span>")
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target.visible_message("<span class='danger'>[user] [atk_verb]ed [target]!</span>", \
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"<span class='userdanger'>[user] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
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user, "<span class='danger'>You [atk_verb]ed [target]!</span>")
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target.lastattacker = user.real_name
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target.lastattackerckey = user.ckey
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@@ -1442,11 +1447,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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target.dismembering_strike(user, affecting.body_zone)
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if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
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target.apply_damage(damage*1.5, attack_type, affecting, armor_block)
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target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
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target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
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log_combat(user, target, "kicked")
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else//other attacks deal full raw damage + 2x in stamina damage
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target.apply_damage(damage, attack_type, affecting, armor_block)
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else if(HAS_TRAIT(user, TRAIT_MAULER)) // mauler punches deal 1.3x raw damage + 1x stam damage, and have some armor pierce
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target.apply_damage(damage*1.3, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
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target.apply_damage(damage, STAMINA, affecting, armor_block)
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log_combat(user, target, "punched (mauler)")
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else //other attacks deal full raw damage + 2x in stamina damage
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target.apply_damage(damage, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
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target.apply_damage(damage*2, STAMINA, affecting, armor_block)
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log_combat(user, target, "punched")
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@@ -842,12 +842,12 @@
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return
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var/strip_mod = 1
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var/strip_silence = FALSE
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if (ishuman(src)) //carbon doesn't actually wear gloves
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if(ishuman(src)) //carbon doesn't actually wear gloves
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var/mob/living/carbon/C = src
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var/obj/item/clothing/gloves/g = C.gloves
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if (istype(g))
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strip_mod = g.strip_mod
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strip_silence = g.strip_silence
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var/obj/item/clothing/gloves/G = C.gloves
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if(istype(G))
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strip_mod = G.strip_mod
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strip_silence = G.strip_silence
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if (!strip_silence)
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who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
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"<span class='userdanger'>[src] tries to remove your [what.name].</span>", target = src,
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