nearly added instastun king hits, now stun punches are more rng
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@@ -1533,13 +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 + (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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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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