Fixeesss
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@@ -5,7 +5,7 @@
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desc = "Snap restraints with ease, or deal terrible damage with your bare hands."
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button_icon_state = "power_strength"
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bloodcost = 10
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cooldown = 600
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cooldown = 130
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target_range = 1
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power_activates_immediately = TRUE
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message_Trigger = ""//"Whom will you subvert to your will?"
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@@ -41,22 +41,22 @@
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/datum/action/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
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// DEFAULT CHECKS (Distance)
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if (!..()) // Disable range notice for Brawn.
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if(!..()) // Disable range notice for Brawn.
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return FALSE
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// Must outside Closet to target anyone!
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if (!isturf(owner.loc))
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if(!isturf(owner.loc))
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return FALSE
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// Check: Self
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if (A == owner)
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if(A == owner)
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return FALSE
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// Target Type: Living
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if (isliving(A))
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if(isliving(A))
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return TRUE
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// Target Type: Door
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else if (upgrade_canDoor && istype(A, /obj/machinery/door))
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else if(upgrade_canDoor && istype(A, /obj/machinery/door))
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return TRUE
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// Target Type: Closet
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else if (upgrade_canLocker && istype(A, /obj/structure/closet))
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else if(upgrade_canLocker && istype(A, /obj/structure/closet))
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return TRUE
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return ..() // yes, FALSE! You failed if you got here! BAD TARGET
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@@ -65,17 +65,17 @@
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var/mob/living/carbon/target = A
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var/mob/living/user = owner
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// Target Type: Mob
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if (isliving(target))
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if(isliving(target))
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var/mob/living/carbon/user_C = user
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var/hitStrength = user_C.dna.species.punchdamagehigh * 1.25 + 2
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var/hitStrength = user_C.dna.species.punchdamagehigh * 1.3 + 5
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// Knockdown!
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var/powerlevel = min(7, 1 + level_current)
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if (rand(10 + powerlevel) >= 5)
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target.visible_message("<span class='danger'>[user] has knocked [target] down!</span>", \
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"<span class='userdanger'>[user] has knocked you down!</span>", null, COMBAT_MESSAGE_RANGE)
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target.Knockdown( min(5, rand(10, 10 * powerlevel)) )
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var/powerlevel = min(5, 1 + level_current)
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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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// Chance of KO
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if (rand(3 + powerlevel) >= 5 && target.stat <= UNCONSCIOUS)
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if(rand(6 + powerlevel) >= 6 && target.stat <= UNCONSCIOUS)
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target.Unconscious(40)
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// Attack!
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playsound(get_turf(target), 'sound/weapons/punch4.ogg', 60, 1, -1)
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