Merge branch 'punch' into pawnch_2_the_pawnchening
This commit is contained in:
@@ -1474,13 +1474,17 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
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user.adjustStaminaLossBuffered(5) //CITADEL CHANGE - makes punching cause staminaloss
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user.adjustStaminaLossBuffered(3.5) //CITADEL CHANGE - makes punching cause staminaloss
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var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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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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var/punchedbrute = target.getBruteLoss()
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//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
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if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && damage < user.dna.species.punchstunthreshold)
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damage = user.dna.species.punchstunthreshold - 1
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if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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damage *= 1.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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damage *= 0.5
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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@@ -1494,7 +1498,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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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
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miss_chance = min((user.dna.species.punchdamagehigh/user.dna.species.punchdamagelow) + user.getStaminaLoss() + (user.getBruteLoss()*0.5), 100) //old base chance for a miss + various damage. capped at 100 to prevent weirdness in prob()
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miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half your stamina and brute total. Capped at max 100 and min 0 to prevent weirdness in prob()
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if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted
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playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1)
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@@ -1529,13 +1533,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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log_combat(user, target, "punched")
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if((target.stat != DEAD) && damage >= user.dna.species.punchstunthreshold)
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target.visible_message("<span class='danger'>[user] knocks [target] down!</span>", \
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"<span class='userdanger'>You're knocked down by [user]!</span>", "<span class='hear'>You hear aggressive shuffling followed by a loud thud!</span>", COMBAT_MESSAGE_RANGE, user)
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to_chat(user, "<span class='danger'>You knock [target] down!</span>")
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var/knockdown_duration = 40 + (target.getStaminaLoss() + (target.getBruteLoss()*0.5))*0.8 - armor_block
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target.DefaultCombatKnockdown(knockdown_duration)
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target.forcesay(GLOB.hit_appends)
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log_combat(user, target, "got a stun punch with their previous punch")
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if((punchedstam > 50) && prob(punchedstam*0.5)) //If our punch victim has been hit above the threshold, and they have more than 50 stamina damage, roll for stun, probability of 1% per 2 stamina damage
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target.visible_message("<span class='danger'>[user] knocks [target] down!</span>", \
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"<span class='userdanger'>You're knocked down by [user]!</span>", "<span class='hear'>You hear aggressive shuffling followed by a loud thud!</span>", COMBAT_MESSAGE_RANGE, user)
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to_chat(user, "<span class='danger'>You knock [target] down!</span>")
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var/knockdown_duration = 40 + (punchedstam + (punchedbrute*0.5))*0.8 - armor_block
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target.DefaultCombatKnockdown(knockdown_duration)
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target.forcesay(GLOB.hit_appends)
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log_combat(user, target, "got a stun punch with their previous punch")
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else if(!(target.mobility_flags & MOBILITY_STAND))
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target.forcesay(GLOB.hit_appends)
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