balances yee
This commit is contained in:
@@ -1,6 +1,8 @@
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#define SIDE_KICK_COMBO "DH"
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#define REPULSE_PUNCH_COMBO "HDHD"
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#define SHOULDER_FLIP_COMBO "GHDGHH"
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#define FOOT_SMASH_COMBO "HH"
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#define SIDE_KICK_COMBO "skick"
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#define DEFT_SWITCH_COMBO "deft"
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/datum/martial_art/the_rising_bass
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name = "The Rising Bass"
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@@ -8,7 +10,7 @@
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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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var/datum/action/risingbassmove/repulsepunch = new/datum/action/risingbassmove/repulsepunch()
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var/datum/action/risingbassmove/sidekick = new/datum/action/risingbassmove/sidekick()
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var/datum/action/risingbassmove/deftswitch = new/datum/action/risingbassmove/deftswitch()
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var/repulsecool = 0
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@@ -21,7 +23,7 @@
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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,"rplse"))
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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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@@ -29,7 +31,7 @@
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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"))
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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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@@ -58,42 +60,46 @@
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to_chat(H,"<span class='danger'>You get ready to use the [name] maneuver!</span>")
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H.mind.martial_art.streak = "[movestreak]"
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/datum/action/risingbassmove/repulsepunch
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name = "Repulse Punch"
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button_icon_state = "repulsepunch"
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movestreak = "rplse"
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/datum/action/risingbassmove/sidekick
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name = "Side Kick"
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button_icon_state = "sidekick"
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movestreak = "skick"
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/datum/action/risingbassmove/deftswitch
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name = "Deft Switch"
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button_icon_state = "deftswitch"
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movestreak = "deft"
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/datum/martial_art/the_rising_bass/proc/checkfordensity(turf/T)
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if (T.density)
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return FALSE
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for(var/obj/i in T)
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if(!istype(i,/mob) && i.density)
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return FALSE
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return TRUE
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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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var/dir = A.dir & (NORTH | SOUTH) ? pick(EAST, WEST) : pick(NORTH, SOUTH)
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var/oppdir = dir == NORTH ? SOUTH : dir == SOUTH ? NORTH : dir == EAST ? WEST : EAST
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var/turf/H = get_step(D, dir)
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var/turf/K = get_step(D, oppdir)
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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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var/L = !checkfordensity(H) ? (!checkfordensity(K) ? D.loc : K) : H
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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 TRUE
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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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var/L = checkfordensity(H) ? H : 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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@@ -105,11 +111,11 @@
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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 TRUE
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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 || repulsecool > world.time)
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if((!D.IsKnockdown() || !D.lying) && repulsecool > world.time)
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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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@@ -120,7 +126,7 @@
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D.Knockdown(90)
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log_combat(A, D, "repulse punched (Rising Bass)")
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repulsecool = world.time + 3 SECONDS
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return 1
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return TRUE
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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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@@ -132,7 +138,7 @@
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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 TRUE
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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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@@ -144,10 +150,10 @@
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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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return TRUE
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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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return FALSE
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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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@@ -168,7 +174,7 @@
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return ..()
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/datum/martial_art/the_rising_bass/add_to_streak(element,mob/living/carbon/human/D)
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if (streak == "deft" || streak == "rplse")
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if (streak == DEFT_SWITCH_COMBO || streak == SIDE_KICK_COMBO)
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return
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. = ..()
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@@ -179,24 +185,24 @@
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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'>Side Kick</span>: 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'>Repulse Punch</span>: Harm Disarm Harm Disarm. 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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to_chat(usr, "<span class='notice'>Deft Switch</span>: 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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deftswitch.Grant(H)
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repulsepunch.Grant(H)
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sidekick.Grant(H)
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ADD_TRAIT(H, TRAIT_NOGUNS, RISING_BASS_TRAIT)
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ADD_TRAIT(H, TRAIT_AUTO_CATCH_ITEM, 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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deftswitch.Remove(H)
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repulsepunch.Remove(H)
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sidekick.Remove(H)
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REMOVE_TRAIT(H, TRAIT_NOGUNS, RISING_BASS_TRAIT)
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REMOVE_TRAIT(H, TRAIT_AUTO_CATCH_ITEM, RISING_BASS_TRAIT)
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@@ -52,7 +52,12 @@
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. = ..()
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if(!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) && !skip_throw_mode_check && !in_throw_mode)
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return
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if(get_active_held_item() || restrained())
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if(restrained())
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return
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if (get_active_held_item())
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if (HAS_TRAIT_FROM(src, TRAIT_AUTO_CATCH_ITEM,RISING_BASS_TRAIT))
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visible_message("<span class='warning'>[src] chops [I] out of the air!</span>")
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return TRUE
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return
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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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@@ -49,9 +49,14 @@
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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 BULLET_ACT_BLOCK
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var/dodgemessages = list("dodges under",0,-4,"dodges to the right of",-4,0,"dodges to the left of",4,0,"jumps over",0,4)
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var/pick = pick(1,4,7,10)
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var/oldx = pixel_x
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var/oldy = pixel_y
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animate(src,pixel_x = pixel_x + dodgemessages[pick+1],pixel_y = pixel_y + dodgemessages[pick+2],time=3)
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animate(src,pixel_x = oldx,pixel_y = oldy,time=2)
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visible_message("<span class='danger'>[src] [dodgemessages[pick]] the projectile!</span>", "<span class='userdanger'>You dodge the projectile!</span>")
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return BULLET_ACT_FORCE_PIERCE
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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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