Merge pull request #11741 from necromanceranne/pawnch_2_the_pawnchening

Punch Changes 2: The Quickening
This commit is contained in:
kevinz000
2020-04-09 02:09:51 -07:00
committed by GitHub
27 changed files with 345 additions and 190 deletions
+14 -1
View File
@@ -35,6 +35,17 @@
current_target = new_target
streak = ""
/datum/martial_art/proc/damage_roll(mob/living/carbon/human/A, mob/living/carbon/human/D)
//Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode.
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
if(!(D.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 1.5
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
damage *= 0.5
if(!(A.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
damage *= 0.25
return damage
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
if(!istype(H) || !H.mind)
return FALSE
@@ -50,6 +61,7 @@
if(help_verb)
H.verbs += help_verb
H.mind.martial_art = src
ADD_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
return TRUE
/datum/martial_art/proc/store(datum/martial_art/M,mob/living/carbon/human/H)
@@ -68,7 +80,8 @@
else
var/datum/martial_art/X = H.mind.default_martial_art
X.teach(H)
REMOVE_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
/datum/martial_art/proc/on_remove(mob/living/carbon/human/H)
if(help_verb)
H.verbs -= help_verb
+2 -5
View File
@@ -16,16 +16,13 @@
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
var/atk_verb = pick("left hook","right hook","straight punch")
var/damage = rand(10, 13)
var/extra_damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
var/extra_damage = damage_roll(A,D)
if(extra_damage == A.dna.species.punchdamagelow)
playsound(D.loc, A.dna.species.miss_sound, 25, 1, -1)
D.visible_message("<span class='warning'>[A] has attempted to [atk_verb] [D]!</span>", \
"<span class='userdanger'>[A] has attempted to [atk_verb] [D]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(A, D, "attempted to hit", atk_verb)
return TRUE
damage += extra_damage
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
@@ -35,7 +32,7 @@
D.visible_message("<span class='danger'>[A] has [atk_verb]ed [D]!</span>", \
"<span class='userdanger'>[A] has [atk_verb]ed [D]!</span>", null, COMBAT_MESSAGE_RANGE)
D.apply_damage(damage, STAMINA, affecting, armor_block)
D.apply_damage(rand(10,13) + extra_damage, STAMINA, affecting, armor_block)
log_combat(A, D, "punched (boxing) ")
if(D.getStaminaLoss() > 100 && istype(D.mind?.martial_art, /datum/martial_art/boxing))
var/knockout_prob = (D.getStaminaLoss() + rand(-15,15))*0.75
+25 -17
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@@ -42,11 +42,12 @@
/datum/martial_art/cqc/proc/Slam(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
var/damage = (damage_roll(A,D) + 5)
if(CHECK_MOBILITY(D, MOBILITY_STAND))
D.visible_message("<span class='warning'>[A] slams [D] into the ground!</span>", \
"<span class='userdanger'>[A] slams you into the ground!</span>")
playsound(get_turf(A), 'sound/weapons/slam.ogg', 50, 1, -1)
D.apply_damage(10, BRUTE)
D.apply_damage(damage, BRUTE)
D.DefaultCombatKnockdown(120)
log_combat(A, D, "slammed (CQC)")
return TRUE
@@ -54,29 +55,33 @@
/datum/martial_art/cqc/proc/Kick(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
if(CHECK_MOBILITY(D, MOBILITY_STAND))
D.visible_message("<span class='warning'>[A] kicks [D] back!</span>", \
"<span class='userdanger'>[A] kicks you back!</span>")
playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
var/atom/throw_target = get_edge_target_turf(D, A.dir)
D.throw_at(throw_target, 1, 14, A)
D.apply_damage(10, BRUTE)
log_combat(A, D, "kicked (CQC)")
var/damage = damage_roll(A,D)
if(!CHECK_MOBILITY(D, MOBILITY_STAND) && CHECK_MOBILITY(D, MOBILITY_USE))
log_combat(A, D, "knocked out (Head kick)(CQC)")
D.visible_message("<span class='warning'>[A] kicks [D]'s head, knocking [D.p_them()] out!</span>", \
"<span class='userdanger'>[A] kicks your head, knocking you out!</span>")
playsound(get_turf(A), 'sound/weapons/genhit1.ogg', 50, 1, -1)
D.SetSleeping(300)
D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
D.apply_damage(damage + 5, BRUTE)
var/atom/throw_target = get_edge_target_turf(D, A.dir)
D.throw_at(throw_target, 1, 14, A)
D.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage + 10, 150)
else
D.visible_message("<span class='warning'>[A] kicks [D]!</span>", \
"<span class='userdanger'>[A] kicks you!</span>")
playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
D.Dizzy(damage)
D.apply_damage(damage + 15, BRUTE)
log_combat(A, D, "kicked (CQC)")
return TRUE
/datum/martial_art/cqc/proc/Pressure(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
var/damage = (damage_roll(A,D) + 55)
log_combat(A, D, "pressured (CQC)")
D.visible_message("<span class='warning'>[A] punches [D]'s neck!</span>")
D.adjustStaminaLoss(60)
D.apply_damage(damage, STAMINA)
playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
return TRUE
@@ -85,11 +90,12 @@
return
if(!can_use(A))
return FALSE
var/damage = (damage_roll(A,D) + 15)
if(!D.stat)
log_combat(A, D, "restrained (CQC)")
D.visible_message("<span class='warning'>[A] locks [D] into a restraining position!</span>", \
"<span class='userdanger'>[A] locks you into a restraining position!</span>")
D.adjustStaminaLoss(20)
D.apply_damage(damage, STAMINA)
D.Stun(100)
restraining = TRUE
addtimer(VARSET_CALLBACK(src, restraining, FALSE), 50, TIMER_UNIQUE)
@@ -98,6 +104,7 @@
/datum/martial_art/cqc/proc/Consecutive(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
var/damage = damage_roll(A,D)
if(!D.stat)
log_combat(A, D, "consecutive CQC'd (CQC)")
D.visible_message("<span class='warning'>[A] strikes [D]'s abdomen, neck and back consecutively</span>", \
@@ -106,8 +113,8 @@
var/obj/item/I = D.get_active_held_item()
if(I && D.temporarilyRemoveItemFromInventory(I))
A.put_in_hands(I)
D.adjustStaminaLoss(50)
D.apply_damage(25, BRUTE)
D.apply_damage(damage + 45, STAMINA)
D.apply_damage(damage + 20, BRUTE)
return TRUE
/datum/martial_art/cqc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
@@ -135,7 +142,7 @@
log_combat(A, D, "attacked (CQC)")
A.do_attack_animation(D)
var/picked_hit_type = pick("CQC'd", "Big Bossed")
var/bonus_damage = 13
var/bonus_damage = (damage_roll(A,D) + 7)
if(!CHECK_MOBILITY(D, MOBILITY_STAND))
bonus_damage += 5
picked_hit_type = "stomps on"
@@ -151,7 +158,7 @@
D.visible_message("<span class='warning'>[A] leg sweeps [D]!", \
"<span class='userdanger'>[A] leg sweeps you!</span>")
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
D.apply_damage(10, BRUTE)
D.apply_damage(bonus_damage, BRUTE)
D.DefaultCombatKnockdown(60)
log_combat(A, D, "sweeped (CQC)")
return TRUE
@@ -161,6 +168,7 @@
return FALSE
add_to_streak("D",D)
var/obj/item/I = null
var/damage = (damage_roll(A,D)*0.5)
if(check_streak(A,D))
return TRUE
if(prob(65))
@@ -172,7 +180,7 @@
if(I && D.temporarilyRemoveItemFromInventory(I))
A.put_in_hands(I)
D.Jitter(2)
D.apply_damage(5, BRUTE)
D.apply_damage(damage, BRUTE)
else
D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", \
"<span class='userdanger'>[A] attempted to disarm [D]!</span>")
+50 -33
View File
@@ -84,64 +84,71 @@
if("neck_chop")
streak = ""
neck_chop(A,D)
return 1
return TRUE
if("leg_sweep")
streak = ""
leg_sweep(A,D)
return 1
return TRUE
if("quick_choke")//is actually lung punch
streak = ""
quick_choke(A,D)
return 1
return 0
return TRUE
return FALSE
/datum/martial_art/krav_maga/proc/leg_sweep(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/obj/item/bodypart/affecting = D.get_bodypart(BODY_ZONE_CHEST)
var/armor_block = D.run_armor_check(affecting, "melee")
var/damage = damage_roll(A,D)
if(!CHECK_MOBILITY(D, MOBILITY_STAND))
return 0
return FALSE
D.visible_message("<span class='warning'>[A] leg sweeps [D]!</span>", \
"<span class='userdanger'>[A] leg sweeps you!</span>")
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE)
D.DefaultCombatKnockdown(40, override_hardstun = 0.01, override_stamdmg = 25)
D.apply_damage(damage + 25, STAMINA, affecting, armor_block)
D.DefaultCombatKnockdown(80, override_hardstun = 1, override_stamdmg = 0)
log_combat(A, D, "leg sweeped")
return 1
return TRUE
/datum/martial_art/krav_maga/proc/quick_choke(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)//is actually lung punch
var/damage = damage_roll(A,D)
D.visible_message("<span class='warning'>[A] pounds [D] on the chest!</span>", \
"<span class='userdanger'>[A] slams your chest! You can't breathe!</span>")
playsound(get_turf(A), 'sound/effects/hit_punch.ogg', 50, 1, -1)
if(D.losebreath <= 10)
D.losebreath = CLAMP(D.losebreath + 5, 0, 10)
D.adjustOxyLoss(10)
D.adjustOxyLoss(damage + 5)
log_combat(A, D, "quickchoked")
return 1
return TRUE
/datum/martial_art/krav_maga/proc/neck_chop(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
var/damage = (damage_roll(A,D)*0.5)
D.visible_message("<span class='warning'>[A] karate chops [D]'s neck!</span>", \
"<span class='userdanger'>[A] karate chops your neck, rendering you unable to speak!</span>")
playsound(get_turf(A), 'sound/effects/hit_punch.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE)
D.apply_damage(damage, BRUTE)
if(D.silent <= 10)
D.silent = CLAMP(D.silent + 10, 0, 10)
log_combat(A, D, "neck chopped")
return 1
return TRUE
/datum/martial_art/krav_maga/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(check_streak(A,D))
return 1
return TRUE
log_combat(A, D, "grabbed (Krav Maga)")
..()
/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")
if(check_streak(A,D))
return 1
return TRUE
log_combat(A, D, "punched")
var/picked_hit_type = pick("punches", "kicks")
var/bonus_damage = 10
var/bonus_damage = damage_roll(A,D)
if(CHECK_MOBILITY(D, MOBILITY_STAND))
bonus_damage += 5
bonus_damage += 10
picked_hit_type = "stomps on"
D.apply_damage(bonus_damage, BRUTE)
D.apply_damage(bonus_damage, BRUTE, affecting, armor_block)
if(picked_hit_type == "kicks" || picked_hit_type == "stomps on")
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
playsound(get_turf(D), 'sound/effects/hit_kick.ogg', 50, 1, -1)
@@ -151,24 +158,34 @@
D.visible_message("<span class='danger'>[A] [picked_hit_type] [D]!</span>", \
"<span class='userdanger'>[A] [picked_hit_type] you!</span>")
log_combat(A, D, "[picked_hit_type] with [name]")
return 1
return TRUE
/datum/martial_art/krav_maga/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
var/obj/item/I = null
if(prob(60))
I = D.get_active_held_item()
if(I)
if(D.temporarilyRemoveItemFromInventory(I))
A.put_in_hands(I)
D.visible_message("<span class='danger'>[A] has disarmed [D]!</span>", \
"<span class='userdanger'>[A] has disarmed [D]!</span>")
playsound(D, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/datum/martial_art/krav_maga/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/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")
var/damage = 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)
to_chat(A, "<span class='danger'>You jab [D]!</span>")
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
playsound(D, 'sound/effects/hit_punch.ogg', 50, TRUE, -1)
D.apply_damage(damage + 5, STAMINA, affecting, armor_block)
log_combat(A, D, "punched nonlethally")
else
D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", \
"<span class='userdanger'>[A] attempted to disarm [D]!</span>")
playsound(D, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
log_combat(A, D, "disarmed (Krav Maga)", "[I ? " removing \the [I]" : ""]")
return 1
D.visible_message("<span class='danger'>[A] reprimands [D]!</span>", \
"<span class='userdanger'>You're manhandled by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
to_chat(A, "<span class='danger'>You stomp [D]!</span>")
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
playsound(D, 'sound/effects/hit_punch.ogg', 50, TRUE, -1)
D.apply_damage(damage + 10, STAMINA, affecting, armor_block)
log_combat(A, D, "stomped nonlethally")
if(prob(D.getStaminaLoss()))
D.visible_message("<span class='warning'>[D] sputters and recoils in pain!</span>", "<span class='userdanger'>You recoil in pain as you are jabbed in a nerve!</span>")
D.drop_all_held_items()
return TRUE
//Krav Maga Gloves
+2 -1
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@@ -4,6 +4,7 @@
/datum/martial_art/mushpunch/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/atk_verb
var/damage = (damage_roll(A,D)*3)
to_chat(A, "<span class='spider'>You begin to wind up an attack...</span>")
if(!do_after(A, 25, target = D))
to_chat(A, "<span class='spider'><b>Your attack was interrupted!</b></span>")
@@ -12,7 +13,7 @@
atk_verb = pick("punches", "smashes", "ruptures", "cracks")
D.visible_message("<span class='danger'>[A] [atk_verb] [D] with inhuman strength, sending [D.p_them()] flying backwards!</span>", \
"<span class='userdanger'>[A] [atk_verb] you with inhuman strength, sending you flying backwards!</span>")
D.apply_damage(rand(15,30), BRUTE)
D.apply_damage(damage, BRUTE) //KAPOW
playsound(D, 'sound/effects/meteorimpact.ogg', 25, 1, -1)
var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
+2
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@@ -44,11 +44,13 @@
return
/datum/martial_art/plasma_fist/proc/Throwback(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = (damage_roll(A,D)*3)
D.visible_message("<span class='danger'>[A] has hit [D] with Plasma Punch!</span>", \
"<span class='userdanger'>[A] has hit [D] with Plasma Punch!</span>")
playsound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
var/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))
D.throw_at(throw_target, 200, 4,A)
D.apply_damage(damage, BRUTE)
A.say("HYAH!", forced="plasma fist")
log_combat(A, D, "threw back (Plasma Fist)")
return
+5 -4
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@@ -14,6 +14,7 @@
/datum/martial_art/psychotic_brawling/proc/psycho_attack(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/atk_verb
var/damage = damage_roll(A,D)
switch(rand(1,8))
if(1)
D.help_shake_act(A)
@@ -44,10 +45,10 @@
D.visible_message("<span class='danger'>[A] [atk_verb] [D]!</span>", \
"<span class='userdanger'>[A] [atk_verb] you!</span>")
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 40, 1, -1)
D.apply_damage(rand(5,10), BRUTE, BODY_ZONE_HEAD)
A.apply_damage(rand(5,10), BRUTE, BODY_ZONE_HEAD)
D.apply_damage(damage*1.5, BRUTE, BODY_ZONE_HEAD)
A.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
if(!istype(D.head,/obj/item/clothing/head/helmet/) && !istype(D.head,/obj/item/clothing/head/hardhat))
D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
D.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage)
A.Stun(rand(10,45))
D.DefaultCombatKnockdown(rand(5,30))//CIT CHANGE - makes stuns from martial arts always use Knockdown instead of Stun for the sake of consistency
if(5,6)
@@ -55,7 +56,7 @@
atk_verb = pick("punches", "kicks", "hits", "slams into")
D.visible_message("<span class='danger'>[A] [atk_verb] [D] with inhuman strength, sending [D.p_them()] flying backwards!</span>", \
"<span class='userdanger'>[A] [atk_verb] you with inhuman strength, sending you flying backwards!</span>")
D.apply_damage(rand(15,30), BRUTE)
D.apply_damage(damage*2, BRUTE)
playsound(get_turf(D), 'sound/effects/meteorimpact.ogg', 25, 1, -1)
var/throwtarget = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
+10 -6
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@@ -78,6 +78,7 @@
return TRUE
/datum/martial_art/the_rising_bass/proc/sideKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = (damage_roll(A,D)*0.5)
if(CHECK_MOBILITY(D, MOBILITY_STAND))
var/dir = A.dir & (NORTH | SOUTH) ? pick(EAST, WEST) : pick(NORTH, SOUTH)
var/oppdir = dir == NORTH ? SOUTH : dir == SOUTH ? NORTH : dir == EAST ? WEST : EAST
@@ -87,7 +88,7 @@
D.visible_message("<span class='warning'>[A] kicks [D] in the side, sliding them over!</span>", \
"<span class='userdanger'>[A] kicks you in the side, forcing you to step away!</span>")
playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
D.DefaultCombatKnockdown(60)
var/L = !checkfordensity(H,D) ? (!checkfordensity(K,D) ? D.loc : K) : H
D.forceMove(L)
@@ -96,6 +97,7 @@
return TRUE
/datum/martial_art/the_rising_bass/proc/shoulderFlip(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = (damage_roll(A,D) + 25)
if(CHECK_MOBILITY(D, MOBILITY_STAND))
var/turf/H = get_step(A, get_dir(D,A))
var/L = checkfordensity(H,D) ? H : A.loc
@@ -104,8 +106,8 @@
"<span class='userdanger'>[A] flips you over their shoulder, slamming you into the ground!</span>")
playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
D.emote("scream")
D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
D.Sleeping(60)
D.DefaultCombatKnockdown(300)
D.forceMove(L)
@@ -114,6 +116,7 @@
return FALSE
/datum/martial_art/the_rising_bass/proc/repulsePunch(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = damage_roll(A,D)
if(CHECK_MOBILITY(D, MOBILITY_STAND) && repulsecool < world.time)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
D.visible_message("<span class='warning'>[A] smashes [D] in the chest, throwing them away!</span>", \
@@ -121,7 +124,7 @@
playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
var/atom/F = get_edge_target_turf(D, get_dir(A, get_step_away(D, A)))
D.throw_at(F, 10, 1)
D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
D.DefaultCombatKnockdown(90)
log_combat(A, D, "repulse punched (Rising Bass)")
repulsecool = world.time + 3 SECONDS
@@ -129,12 +132,13 @@
return FALSE
/datum/martial_art/the_rising_bass/proc/footSmash(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = (damage_roll(A,D)*0.5)
if(CHECK_MOBILITY(D, MOBILITY_STAND))
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
D.visible_message("<span class='warning'>[A] smashes their foot down on [D]'s foot!</span>", \
"<span class='userdanger'>[A] smashes your foot!</span>")
playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
D.apply_damage(5, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
D.apply_damage(damage, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
D.dropItemToGround(D.get_active_held_item())
log_combat(A, D, "foot smashed (Rising Bass)")
return TRUE
@@ -181,7 +185,7 @@
. = ..()
if(A.incapacitated(FALSE, TRUE)) //NO STUN
return BULLET_ACT_HIT
if(!(A.mobility_flags & MOBILITY_USE)) //NO UNABLE TO USE
if(CHECK_ALL_MOBILITY(A, MOBILITY_USE|MOBILITY_STAND)) //NO UNABLE TO USE, NO DODGING ON THE FLOOR
return BULLET_ACT_HIT
if(A.dna && A.dna.check_mutation(HULK)) //NO HULK
return BULLET_ACT_HIT
+16 -13
View File
@@ -31,45 +31,48 @@
var/atk_verb = pick("precisely kick", "brutally chop", "cleanly hit", "viciously slam")
///this is the critical hit damage added to the attack if it rolls, it starts at 0 because it'll be changed when rolled
var/crit_damage = 0
var/damage = damage_roll(A,D)
D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
if(prob(10))
crit_damage += 20
crit_damage += (damage*2 + 15)
playsound(get_turf(D), 'sound/weapons/bite.ogg', 50, TRUE, -1)
D.visible_message("<span class='warning'>[D] sputters blood as the blow strikes them with inhuman force!</span>", "<span class='userdanger'>You are struck with incredible precision by [A]!</span>")
D.visible_message("<span class='warning'>[D] staggers as the blow strikes them with inhuman force!</span>", "<span class='userdanger'>You are struck with incredible precision by [A]!</span>")
log_combat(A, D, "critcal strong punched (Sleeping Carp)")//log it here because a critical can swing for 40 force and it's important for the sake of how hard they hit
else
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging
D.apply_damage(20 + crit_damage, BRUTE, affecting)
D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting)
return
///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards
/datum/martial_art/the_sleeping_carp/proc/launchKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = (damage_roll(A,D) + 15)
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
D.visible_message("<span class='warning'>[A] kicks [D] square in the chest, sending them flying!</span>", \
"<span class='userdanger'>You are kicked square in the chest by [A], sending you flying!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
var/atom/throw_target = get_edge_target_turf(D, A.dir)
D.throw_at(throw_target, 7, 14, A)
D.apply_damage(15, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
log_combat(A, D, "launchkicked (Sleeping Carp)")
return
///Keelhaul: Harm Grab combo, knocks people down, deals stamina damage while they're on the floor
/datum/martial_art/the_sleeping_carp/proc/dropKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = damage_roll(A,D)
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
if((D.mobility_flags & MOBILITY_STAND))
D.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
D.DefaultCombatKnockdown(50, override_hardstun = 0.01, override_stamdmg = 0)
D.adjustStaminaLoss(40) //A cit specific change form the tg port to really punish anyone who tries to stand up
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD) //A cit specific change form the tg port to really punish anyone who tries to stand up
D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
else if(!(D.mobility_flags & MOBILITY_STAND))
D.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
D.adjustStaminaLoss(40)
else
D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD)
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD)
D.drop_all_held_items()
D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
@@ -85,6 +88,7 @@
/datum/martial_art/the_sleeping_carp/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
add_to_streak("H",D)
var/damage = (damage_roll(A,D) + 5)
if(check_streak(A,D))
return TRUE
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
@@ -93,7 +97,7 @@
D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
D.apply_damage(rand(10,15), BRUTE, affecting)
D.apply_damage(damage, BRUTE, affecting)
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
log_combat(A, D, "punched (Sleeping Carp)")
return TRUE
@@ -110,7 +114,7 @@
. = ..()
if(A.incapacitated(FALSE, TRUE)) //NO STUN
return BULLET_ACT_HIT
if(!(A.mobility_flags & MOBILITY_USE)) //NO UNABLE TO USE
if(CHECK_ALL_MOBILITY(A, MOBILITY_USE|MOBILITY_STAND)) //NO UNABLE TO USE, NO DEFLECTION ON THE FLOOR
return BULLET_ACT_HIT
if(A.dna && A.dna.check_mutation(HULK)) //NO HULK
return BULLET_ACT_HIT
@@ -121,6 +125,7 @@
playsound(get_turf(A), pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
P.firer = A
P.setAngle(rand(0, 360))//SHING
A.adjustStaminaLossBuffered (3) //Citadel change to stop infinite bullet sponging as you run away, but it is buffered!
return BULLET_ACT_FORCE_PIERCE
return BULLET_ACT_HIT
@@ -133,7 +138,6 @@
ADD_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
H.physiology.brute_mod *= 0.4 //brute is really not gonna cut it
H.physiology.burn_mod *= 0.7 //burn is distinctly more useful against them than brute but they're still resistant
H.physiology.stamina_mod *= 0.5 //stun batons prove to be one of the few ways to fight them. They have stun resistance already, so I think doubling down too hard on this resistance is a bit much.
H.physiology.stun_mod *= 0.3 //for those rare stuns
H.physiology.pressure_mod *= 0.3 //go hang out with carp
H.physiology.cold_mod *= 0.3 //cold mods are different to burn mods, they do stack however
@@ -148,7 +152,6 @@
REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
H.physiology.brute_mod = initial(H.physiology.brute_mod)
H.physiology.burn_mod = initial(H.physiology.burn_mod)
H.physiology.stamina_mod = initial(H.physiology.stamina_mod)
H.physiology.stun_mod = initial(H.physiology.stun_mod)
H.physiology.pressure_mod = initial(H.physiology.pressure_mod) //no more carpies
H.physiology.cold_mod = initial(H.physiology.cold_mod)
+40 -34
View File
@@ -19,29 +19,29 @@
/datum/martial_art/wrestling/proc/check_streak(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(!can_use(A, D))
return 0
return FALSE
switch(streak)
if("drop")
streak = ""
drop(A,D)
return 1
return TRUE
if("strike")
streak = ""
strike(A,D)
return 1
return TRUE
if("kick")
streak = ""
kick(A,D)
return 1
return TRUE
if("throw")
streak = ""
throw_wrassle(A,D)
return 1
return TRUE
if("slam")
streak = ""
slam(A,D)
return 1
return 0
return TRUE
return FALSE
/datum/action/slam
name = "Slam (Cinch) - Slam a grappled opponent into the floor."
@@ -138,7 +138,7 @@
/datum/martial_art/wrestling/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(check_streak(A,D))
return 1
return TRUE
log_combat(A, D, "punched with wrestling")
..()
@@ -173,11 +173,11 @@
if (get_dist(A, D) > 1)
to_chat(A, "[D] is too far away!")
return 0
return FALSE
if (!isturf(A.loc) || !isturf(D.loc))
to_chat(A, "You can't throw [D] from here!")
return 0
return FALSE
A.setDir(turn(A.dir, 90))
var/turf/T = get_step(A, A.dir)
@@ -186,7 +186,7 @@
D.forceMove(T)
D.setDir(get_dir(D, A))
else
return 0
return FALSE
sleep(delay)
@@ -195,11 +195,11 @@
if (get_dist(A, D) > 1)
to_chat(A, "[D] is too far away!")
return 0
return FALSE
if (!isturf(A.loc) || !isturf(D.loc))
to_chat(A, "You can't throw [D] from here!")
return 0
return FALSE
D.forceMove(A.loc) // Maybe this will help with the wallthrowing bug.
@@ -211,7 +211,7 @@
D.emote("scream")
D.throw_at(T, 10, 4, A, TRUE, TRUE, callback = CALLBACK(D, /mob/living/carbon/human.proc/DefaultCombatKnockdown, 20))
log_combat(A, D, "has thrown with wrestling")
return 0
return FALSE
/datum/martial_art/wrestling/proc/FlipAnimation(mob/living/carbon/human/D)
set waitfor = FALSE
@@ -227,6 +227,7 @@
if(!A.pulling || A.pulling != D)
to_chat(A, "You need to have [D] in a cinch!")
return
var/damage = damage_roll(A,D)
D.forceMove(A.loc)
A.setDir(get_dir(A, D))
D.setDir(get_dir(D, A))
@@ -258,7 +259,7 @@
A.pixel_y = 0
D.pixel_x = 0
D.pixel_y = 0
return 0
return FALSE
if (!isturf(A.loc) || !isturf(D.loc))
to_chat(A, "You can't slam [D] here!")
@@ -266,7 +267,7 @@
A.pixel_y = 0
D.pixel_x = 0
D.pixel_y = 0
return 0
return FALSE
else
if (A)
A.pixel_x = 0
@@ -274,7 +275,7 @@
if (D)
D.pixel_x = 0
D.pixel_y = 0
return 0
return FALSE
sleep(1)
@@ -286,11 +287,11 @@
if (get_dist(A, D) > 1)
to_chat(A, "[D] is too far away!")
return 0
return FALSE
if (!isturf(A.loc) || !isturf(D.loc))
to_chat(A, "You can't slam [D] here!")
return 0
return FALSE
D.forceMove(A.loc)
@@ -309,11 +310,11 @@
switch(rand(1,3))
if (2)
D.adjustBruteLoss(rand(20,30))
D.apply_damage(damage + 25, BRUTE)
if (3)
D.ex_act(EXPLODE_LIGHT)
else
D.adjustBruteLoss(rand(10,20))
D.apply_damage(damage + 15, BRUTE)
else
D.ex_act(EXPLODE_LIGHT)
@@ -327,7 +328,7 @@
log_combat(A, D, "body-slammed")
return 0
return FALSE
/datum/martial_art/wrestling/proc/CheckStrikeTurf(mob/living/carbon/human/A, turf/T)
if (A && (T && isturf(T) && get_dist(A, T) <= 1))
@@ -337,6 +338,7 @@
if(!D)
return
var/turf/T = get_turf(A)
var/damage = damage_roll(A,D)
if (T && isturf(T) && D && isturf(D.loc))
for (var/i = 0, i < 4, i++)
A.setDir(turn(A.dir, 90))
@@ -345,7 +347,7 @@
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 + 15, BRUTE)
playsound(A.loc, "swing_hit", 50, 1)
D.Unconscious(20)
log_combat(A, D, "headbutted")
@@ -353,13 +355,14 @@
/datum/martial_art/wrestling/proc/kick(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!D)
return
var/damage = damage_roll(A,D)
A.emote("scream")
A.emote("flip")
A.setDir(turn(A.dir, 90))
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 + 15, STAMINA)
var/turf/T = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
if (T && isturf(T))
@@ -373,7 +376,8 @@
var/obj/surface = null
var/turf/ST = null
var/falling = 0
var/damage = damage_roll(A,D)
for (var/obj/O in oview(1, A))
if (O.density == 1)
if (O == A)
@@ -401,15 +405,15 @@
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 + 15, BRUTE)
A.DefaultCombatKnockdown(60)
to_chat(A, "[D] is too far away!")
return 0
return FALSE
if (!isturf(A.loc) || !isturf(D.loc))
A.pixel_y = 0
to_chat(A, "You can't drop onto [D] from here!")
return 0
return FALSE
if(A)
animate(A, transform = matrix(90, MATRIX_ROTATE), time = 1, loop = 0)
@@ -427,9 +431,9 @@
if (prob(33) || D.stat)
D.ex_act(EXPLODE_LIGHT)
else
D.adjustBruteLoss(rand(20,30))
D.apply_damage(damage + 25, BRUTE)
else
D.adjustBruteLoss(rand(20,30))
D.apply_damage(damage + 25, BRUTE)
D.DefaultCombatKnockdown(40)
@@ -442,14 +446,16 @@
return
/datum/martial_art/wrestling/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
damage_roll(A,D)
if(check_streak(A,D))
return 1
return TRUE
log_combat(A, D, "wrestling-disarmed")
..()
/datum/martial_art/wrestling/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
damage_roll(A,D)
if(check_streak(A,D))
return 1
return TRUE
if(!can_use(A,D))
return ..()
if(A.pulling == D || A == D) // don't stun grab yoursel
@@ -459,7 +465,7 @@
"<span class='userdanger'>[A] gets [D] in a cinch!</span>")
D.Stun(rand(60,100))
log_combat(A, D, "cinched")
return 1
return TRUE
/obj/item/storage/belt/champion/wrestling
name = "Wrestling Belt"
@@ -492,7 +498,7 @@
//Make sure that moves can only be used on people wearing the holodeck belt
/datum/martial_art/wrestling/holodeck/can_use(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(!(istype(D.mind?.martial_art, /datum/martial_art/wrestling/holodeck)))
return 0
return FALSE
else
return ..()