Merge pull request #9751 from Seris02/rising_bass
RISING BASS, THE NEW MARTIAL ARTS
This commit is contained in:
@@ -7,4 +7,5 @@
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#define MARTIALART_MUSHPUNCH "mushroom punch"
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#define MARTIALART_KRAVMAGA "krav maga"
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#define MARTIALART_CQC "CQC"
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#define MARTIALART_PLASMAFIST "plasma fist"
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#define MARTIALART_PLASMAFIST "plasma fist"
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#define MARTIALART_RISINGBASS "rising bass"
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@@ -226,6 +226,7 @@
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#define NINJA_SUIT_TRAIT "ninja-suit"
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#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
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#define SLEEPING_CARP_TRAIT "sleeping_carp"
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#define RISING_BASS_TRAIT "rising_bass"
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#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
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#define MADE_UNCLONEABLE "made-uncloneable"
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#define NUKEOP_TRAIT "nuke-op"
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@@ -8,6 +8,8 @@
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var/deflection_chance = 0 //Chance to deflect projectiles
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var/reroute_deflection = FALSE //Delete the bullet, or actually deflect it in some direction?
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var/block_chance = 0 //Chance to block melee attacks using items while on throw mode.
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var/dodge_chance = 0
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var/restraining = 0 //used in cqc's disarm_act to check if the disarmed is being restrained and so whether they should be put in a chokehold or not
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var/help_verb
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var/pacifism_check = TRUE //are the martial arts combos/attacks unable to be used by pacifist.
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var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
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@@ -10,7 +10,6 @@
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help_verb = /mob/living/carbon/human/proc/CQC_help
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block_chance = 75
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var/old_grab_state = null
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var/restraining = FALSE
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/datum/martial_art/cqc/reset_streak(mob/living/carbon/human/new_target)
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. = ..()
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@@ -0,0 +1,156 @@
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#define SIDE_KICK_COMBO "DH"
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#define SHOULDER_FLIP_COMBO "GHDGHH"
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#define REPULSE_PUNCH_COMBO "GHGH"
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#define FOOT_SMASH_COMBO "HH"
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#define DEFT_SWITCH_COMBO "GDD"
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/datum/martial_art/the_rising_bass
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name = "The Rising Bass"
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id = MARTIALART_RISINGBASS
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dodge_chance = 100
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allow_temp_override = FALSE
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help_verb = /mob/living/carbon/human/proc/rising_bass_help
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/datum/martial_art/the_rising_bass/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(findtext(streak,SIDE_KICK_COMBO))
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streak = ""
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sideKick(A,D)
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return 1
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if(findtext(streak,SHOULDER_FLIP_COMBO))
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streak = ""
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shoulderFlip(A,D)
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return 1
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if(findtext(streak,REPULSE_PUNCH_COMBO))
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streak = ""
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repulsePunch(A,D)
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return 1
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if(findtext(streak,FOOT_SMASH_COMBO))
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streak = ""
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footSmash(A,D)
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return 1
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if(findtext(streak,DEFT_SWITCH_COMBO))
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streak = ""
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deftSwitch(A,D)
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return 1
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return 0
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/datum/martial_art/the_rising_bass/proc/sideKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(!D.IsKnockdown() || D.lying == 0)
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var/turf/H = get_step(D, A.dir & (NORTH | SOUTH) ? pick(EAST, WEST) : pick(NORTH, SOUTH))
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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D.visible_message("<span class='warning'>[A] kicks [D] in the side, sliding them over!</span>", \
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"<span class='userdanger'>[A] kicks you in the side, forcing you to step away!</span>")
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playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
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D.Knockdown(60)
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var/L = H
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for(var/obj/i in H.contents)
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if(!istype(i,/mob) && i.density == 1)
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L = D.loc
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D.forceMove(L)
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log_combat(A, D, "side kicked (Rising Bass)")
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return 1
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return basic_hit(A,D)
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/datum/martial_art/the_rising_bass/proc/shoulderFlip(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(!D.IsKnockdown() || !D.lying)
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var/turf/H = get_step(A, get_dir(D,A))
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var/L = H
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for(var/obj/i in H.contents)
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if(!istype(i,/mob) && i.density == 1)//(i.anchored == 1 && i.density == 1) || istype(i,/obj/structure) || istype(i,/turf/closed)
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L = A.loc
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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D.visible_message("<span class='warning'>[A] flips [D] over their shoulder, slamming them into the ground!</span>", \
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"<span class='userdanger'>[A] flips you over their shoulder, slamming you into the ground!</span>")
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playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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D.emote("scream")
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D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
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D.Sleeping(60)
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D.Knockdown(300)
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D.forceMove(L)
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log_combat(A, D, "shoulder flipped (Rising Bass)")
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return 1
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return basic_hit(A,D)
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/datum/martial_art/the_rising_bass/proc/repulsePunch(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(!D.IsKnockdown() || !D.lying)
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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D.visible_message("<span class='warning'>[A] smashes [D] in the chest, throwing them away!</span>", \
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"<span class='userdanger'>[A] smashes you in the chest, repelling you away!</span>")
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playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
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var/atom/F = get_edge_target_turf(D, get_dir(A, get_step_away(D, A)))
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D.throw_at(F, 10, 1)
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D.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
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D.Knockdown(90)
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log_combat(A, D, "repulse punched (Rising Bass)")
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return 1
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return basic_hit(A,D)
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/datum/martial_art/the_rising_bass/proc/footSmash(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(!D.IsKnockdown() || !D.lying)
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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D.visible_message("<span class='warning'>[A] smashes their foot down on [D]'s foot!</span>", \
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"<span class='userdanger'>[A] smashes your foot!</span>")
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playsound(get_turf(A), 'sound/weapons/punch1.ogg', 50, 1, -1)
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D.apply_damage(5, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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D.dropItemToGround(D.get_active_held_item())
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log_combat(A, D, "foot smashed (Rising Bass)")
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return 1
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return basic_hit(A,D)
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/datum/martial_art/the_rising_bass/proc/deftSwitch(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(!D.IsKnockdown() || !D.lying)
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if (D.get_active_held_item())
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var/obj/item/G = D.get_active_held_item()
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if (G && !(G.item_flags & (ABSTRACT|DROPDEL)) && D.temporarilyRemoveItemFromInventory(G))
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A.put_in_hands(G)
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D.visible_message("<span class='warning'>[A] slaps [D]'s hands, taking [G] from them!</span>", \
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"<span class='userdanger'>[A] slaps you, taking [G] from you!</span>")
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log_combat(A, D, "deft switched (Rising Bass)")
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return 1
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else
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to_chat(A, "<i>[G] can't be taken out of [D]'s hands!</i>")
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return 0
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/datum/martial_art/the_rising_bass/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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add_to_streak("D",D)
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if(check_streak(A,D))
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return 1
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return ..()
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/datum/martial_art/the_rising_bass/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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add_to_streak("H",D)
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if(check_streak(A,D))
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return 1
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return ..()
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/datum/martial_art/the_rising_bass/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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add_to_streak("G",D)
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if(check_streak(A,D))
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return 1
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return ..()
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/mob/living/carbon/human/proc/rising_bass_help()
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set name = "Recall Teachings"
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set desc = "Remember the martial techniques of the Rising Bass clan."
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set category = "Rising Bass"
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to_chat(usr, "<b><i>You retreat inward and recall the teachings of the Rising Bass...</i></b>")
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to_chat(usr, "<span class='notice'>Side Kick</span>: Disarm Harm. Forces opponent to step to the side.")
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to_chat(usr, "<span class='notice'>Shoulder Flip</span>: Grab Harm Disarm Grab Harm Harm. Flips opponent over your shoulder and stuns.")
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to_chat(usr, "<span class='notice'>Repulse Punch</span>: Grab Harm Grab Harm. Slams the opponent far away from you.")
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to_chat(usr, "<span class='notice'>Foot Smash</span>: Harm Harm. Stuns opponent, minor damage.")
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to_chat(usr, "<span class='notice'>Deft Switch</span>: Grab Disarm Disarm. Switches the opponent's held item for your own. Most useful with nothing in your hand.")
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/datum/martial_art/the_rising_bass/teach(mob/living/carbon/human/H, make_temporary = FALSE)
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. = ..()
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if(!.)
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return
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ADD_TRAIT(H, TRAIT_NOGUNS, RISING_BASS_TRAIT)
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/datum/martial_art/the_rising_bass/on_remove(mob/living/carbon/human/H)
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. = ..()
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REMOVE_TRAIT(H, TRAIT_NOGUNS, RISING_BASS_TRAIT)
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@@ -414,6 +414,23 @@
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name = "empty scroll"
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icon_state = "blankscroll"
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/obj/item/book/granter/martial/bass
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martial = /datum/martial_art/the_rising_bass
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name = "shifting scroll"
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martialname = "rising bass"
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desc = "A paper scroll that seems to move even as you read it, the letters never seem to stay still."
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greet = "<span class='sciradio'>You have learned the ancient martial art of the Rising Bass. Your skill at running away has increased quite a bit. Use the combos to get away from opponents quickly. Along with this, you now dodge all projectiles and catch anything thrown at you.</span>"
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icon = 'icons/obj/wizard.dmi'
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icon_state = "scroll2"
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remarks = list("The trick is to disarm them...","Running away helps in many situations...","Never stay still...","Fighting won't help unless you're forced to...", "Crush their limbs to incapacitate them...", "Stay as far away as possible...")
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/obj/item/book/granter/martial/bass/onlearned(mob/living/carbon/user)
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..()
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if(oneuse == TRUE)
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desc = "It's completely blank."
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name = "empty scroll"
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icon_state = "blankscroll"
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/obj/item/book/granter/martial/plasma_fist
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martial = /datum/martial_art/plasma_fist
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name = "frayed scroll"
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@@ -50,6 +50,9 @@
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/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
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. = FALSE
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if(mind)
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if(mind.martial_art && mind.martial_art.dodge_chance == 100)
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return TRUE
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if(!skip_throw_mode_check && !in_throw_mode)
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return
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if(get_active_held_item())
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@@ -63,6 +66,13 @@
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if(can_catch_item())
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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if (mind)
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if (mind.martial_art && mind.martial_art.dodge_chance == 100) //autocatch for rising bass
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if (get_active_held_item())
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visible_message("<span class='warning'>[I] falls to the ground as [src] chops it out of the air!</span>")
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return 1
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if(!in_throw_mode)
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throw_mode_on()
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if(isturf(I.loc))
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I.attack_hand(src)
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if(get_active_held_item() == I) //if our attack_hand() picks up the item...
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@@ -46,6 +46,12 @@
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return spec_return
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if(mind)
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if (mind.martial_art && mind.martial_art.dodge_chance)
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if(!lying && dna && !dna.check_mutation(HULK))
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if(prob(mind.martial_art.dodge_chance))
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var/dodgemessage = pick("dodges under the projectile!","dodges to the right of the projectile!","jumps over the projectile!")
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visible_message("<span class='danger'>[src] [dodgemessage]</span>", "<span class='userdanger'>You dodge the projectile!</span>")
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return -1
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if(mind.martial_art && !incapacitated(FALSE, TRUE) && mind.martial_art.can_use(src) && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
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if(prob(mind.martial_art.deflection_chance))
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if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
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@@ -145,7 +151,7 @@
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skipcatch = TRUE
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blocked = TRUE
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else if(I)
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if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD)
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if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && !(mind.martial_art && mind.martial_art.dodge_chance == 100))
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if(can_embed(I))
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if(prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE))
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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@@ -158,7 +164,9 @@
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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hitpush = FALSE
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skipcatch = TRUE //can't catch the now embedded item
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if (mind)
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if (mind.martial_art && mind.martial_art.dodge_chance == 100)
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skipcatch = FALSE
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return ..()
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/mob/living/carbon/human/grabbedby(mob/living/carbon/user, supress_message = 0)
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@@ -641,7 +641,7 @@
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cost = 2
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/datum/uplink_item/stealthy_weapons/martialarts
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name = "Martial Arts Scroll"
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name = "Sleeping Carp Scroll"
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desc = "This scroll contains the secrets of an ancient martial arts technique. You will master unarmed combat, \
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deflecting all ranged weapon fire, but you also refuse to use dishonorable ranged weaponry."
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item = /obj/item/book/granter/martial/carp
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@@ -649,6 +649,15 @@
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surplus = 0
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exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
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/datum/uplink_item/stealthy_weapons/martialartstwo
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name = "Rising Bass Scroll"
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desc = "This scroll contains the secrets of an ancient martial arts technique. You will become proficient in fleeing situations, \
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and dodging all ranged weapon fire, but you will refuse to use dishonorable ranged weaponry."
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item = /obj/item/book/granter/martial/bass
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cost = 18
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surplus = 0
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exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
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/datum/uplink_item/stealthy_weapons/crossbow
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name = "Miniature Energy Crossbow"
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desc = "A short bow mounted across a tiller in miniature. Small enough to \
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@@ -483,6 +483,7 @@
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#include "code\datums\martial\mushpunch.dm"
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#include "code\datums\martial\plasma_fist.dm"
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#include "code\datums\martial\psychotic_brawl.dm"
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#include "code\datums\martial\rising_bass.dm"
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#include "code\datums\martial\sleeping_carp.dm"
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#include "code\datums\martial\wrestling.dm"
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#include "code\datums\mood_events\beauty_events.dm"
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