Massively refactors martial arts, ports New Sleeping Carp
This commit is contained in:
@@ -5,23 +5,20 @@
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var/id = "" //ID, used by mind/has_martialartcode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proc
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var/current_target
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var/datum/martial_art/base // The permanent style. This will be null unless the martial art is temporary
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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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/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return 0
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return FALSE
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/datum/martial_art/proc/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return 0
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return FALSE
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/datum/martial_art/proc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return 0
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return FALSE
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/datum/martial_art/proc/can_use(mob/living/carbon/human/H)
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return TRUE
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@@ -38,51 +35,6 @@
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current_target = new_target
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streak = ""
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/datum/martial_art/proc/basic_hit(mob/living/carbon/human/A,mob/living/carbon/human/D)
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var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
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var/atk_verb = A.dna.species.attack_verb
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if(D.lying)
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atk_verb = "kick"
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switch(atk_verb)
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if("kick")
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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if("slash")
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A.do_attack_animation(D, ATTACK_EFFECT_CLAW)
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if("smash")
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A.do_attack_animation(D, ATTACK_EFFECT_SMASH)
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else
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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if(!damage)
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playsound(D.loc, A.dna.species.miss_sound, 25, 1, -1)
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D.visible_message("<span class='warning'>[A] has attempted to [atk_verb] [D]!</span>", \
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"<span class='userdanger'>[A] has attempted to [atk_verb] [D]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(A, D, "attempted to [atk_verb]")
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return 0
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, "melee")
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playsound(D.loc, A.dna.species.attack_sound, 25, 1, -1)
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D.visible_message("<span class='danger'>[A] has [atk_verb]ed [D]!</span>", \
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"<span class='userdanger'>[A] has [atk_verb]ed [D]!</span>", null, COMBAT_MESSAGE_RANGE)
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D.apply_damage(damage, BRUTE, affecting, armor_block)
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log_combat(A, D, "punched")
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if((D.stat != DEAD) && damage >= A.dna.species.punchstunthreshold)
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D.visible_message("<span class='danger'>[A] has knocked [D] down!!</span>", \
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"<span class='userdanger'>[A] has knocked [D] down!</span>")
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D.apply_effect(40, EFFECT_KNOCKDOWN, armor_block)
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D.forcesay(GLOB.hit_appends)
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else if(D.lying)
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D.forcesay(GLOB.hit_appends)
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return 1
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/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
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if(!istype(H) || !H.mind)
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return FALSE
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@@ -121,3 +73,7 @@
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if(help_verb)
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H.verbs -= help_verb
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return
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///Gets called when a projectile hits the owner. Returning anything other than BULLET_ACT_HIT will stop the projectile from hitting the mob.
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/datum/martial_art/proc/on_projectile_hit(mob/living/carbon/human/A, obj/item/projectile/P, def_zone)
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return BULLET_ACT_HIT
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@@ -12,16 +12,16 @@
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if(findtext(streak,TORNADO_COMBO))
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streak = ""
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Tornado(A,D)
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return 1
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return TRUE
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if(findtext(streak,THROWBACK_COMBO))
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streak = ""
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Throwback(A,D)
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return 1
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return TRUE
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if(findtext(streak,PLASMA_COMBO))
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streak = ""
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Plasma(A,D)
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return 1
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return 0
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return TRUE
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return FALSE
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/datum/martial_art/plasma_fist/proc/TornadoAnimate(mob/living/carbon/human/A)
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set waitfor = FALSE
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@@ -66,23 +66,20 @@
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/datum/martial_art/plasma_fist/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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basic_hit(A,D)
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return 1
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return TRUE
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return FALSE
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/datum/martial_art/plasma_fist/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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basic_hit(A,D)
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return 1
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return TRUE
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return FALSE
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/datum/martial_art/plasma_fist/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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basic_hit(A,D)
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return 1
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return TRUE
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return FALSE
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/mob/living/carbon/human/proc/plasma_fist_help()
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set name = "Recall Teachings"
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@@ -61,8 +61,8 @@
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D.throw_at(throwtarget, 4, 2, A)//So stuff gets tossed around at the same time.
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D.DefaultCombatKnockdown(60)
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if(7,8)
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basic_hit(A,D)
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return FALSE
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if(atk_verb)
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log_combat(A, D, "[atk_verb] (Psychotic Brawling)")
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return 1
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return TRUE
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@@ -7,7 +7,6 @@
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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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var/datum/action/risingbassmove/sidekick = new/datum/action/risingbassmove/sidekick()
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@@ -18,24 +17,24 @@
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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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return TRUE
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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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return TRUE
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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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return TRUE
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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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return TRUE
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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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return TRUE
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return FALSE
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//Repulse Punch - Slams the opponent far away from you.
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@@ -94,7 +93,7 @@
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D.forceMove(L)
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log_combat(A, D, "side kicked (Rising Bass)")
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return TRUE
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return basic_hit(A,D)
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return TRUE
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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(CHECK_MOBILITY(D, MOBILITY_STAND))
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@@ -112,7 +111,7 @@
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D.forceMove(L)
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log_combat(A, D, "shoulder flipped (Rising Bass)")
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return TRUE
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return basic_hit(A,D)
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return FALSE
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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(CHECK_MOBILITY(D, MOBILITY_STAND) && repulsecool < world.time)
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@@ -127,7 +126,7 @@
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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 TRUE
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return basic_hit(A,D)
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return FALSE
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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(CHECK_MOBILITY(D, MOBILITY_STAND))
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@@ -139,7 +138,7 @@
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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 TRUE
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return basic_hit(A,D)
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return FALSE
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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(CHECK_MOBILITY(D, MOBILITY_STAND))
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@@ -158,19 +157,19 @@
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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 TRUE
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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 TRUE
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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 TRUE
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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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@@ -178,6 +177,22 @@
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return
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. = ..()
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/datum/martial_art/the_rising_bass/on_projectile_hit(mob/living/carbon/human/A, obj/item/projectile/P, def_zone)
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. = ..()
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if(A.incapacitated(FALSE, TRUE)) //NO STUN
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return BULLET_ACT_HIT
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if(!(A.mobility_flags & MOBILITY_USE)) //NO UNABLE TO USE
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return BULLET_ACT_HIT
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if(A.dna && A.dna.check_mutation(HULK)) //NO HULK
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return BULLET_ACT_HIT
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if(!isturf(A.loc)) //NO MOTHERFLIPPIN MECHS!
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return BULLET_ACT_HIT
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A.visible_message("<span class='danger'>[A] dodges the bullet cleanly, they're immune to ranged weapons!</span>", "<span class='userdanger'>You dodge out of the way of the projectile!</span>")
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playsound(get_turf(A), pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
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P.firer = A
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P.setAngle(rand(0, 360))//SHING
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return BULLET_ACT_FORCE_PIERCE
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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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@@ -1,141 +1,101 @@
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#define WRIST_WRENCH_COMBO "DD"
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#define BACK_KICK_COMBO "HG"
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#define STOMACH_KNEE_COMBO "GH"
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#define HEAD_KICK_COMBO "DHH"
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#define ELBOW_DROP_COMBO "HDHDH"
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#define STRONG_PUNCH_COMBO "HH"
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#define LAUNCH_KICK_COMBO "HD"
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#define DROP_KICK_COMBO "HG"
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/datum/martial_art/the_sleeping_carp
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name = "The Sleeping Carp"
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id = MARTIALART_SLEEPINGCARP
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deflection_chance = 100
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reroute_deflection = TRUE
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allow_temp_override = FALSE
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help_verb = /mob/living/carbon/human/proc/sleeping_carp_help
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var/old_grab_state = null
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/datum/martial_art/the_sleeping_carp/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(findtext(streak,WRIST_WRENCH_COMBO))
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if(findtext(streak,STRONG_PUNCH_COMBO))
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streak = ""
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wristWrench(A,D)
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strongPunch(A,D)
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return TRUE
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if(findtext(streak,BACK_KICK_COMBO))
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if(findtext(streak,LAUNCH_KICK_COMBO))
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streak = ""
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backKick(A,D)
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launchKick(A,D)
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return TRUE
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if(findtext(streak,STOMACH_KNEE_COMBO))
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if(findtext(streak,DROP_KICK_COMBO))
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streak = ""
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kneeStomach(A,D)
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return TRUE
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if(findtext(streak,HEAD_KICK_COMBO))
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streak = ""
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headKick(A,D)
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return TRUE
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if(findtext(streak,ELBOW_DROP_COMBO))
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streak = ""
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elbowDrop(A,D)
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dropKick(A,D)
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return TRUE
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return FALSE
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/datum/martial_art/the_sleeping_carp/proc/wristWrench(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(CHECK_MOBILITY(D, MOBILITY_USE))
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log_combat(A, D, "wrist wrenched (Sleeping Carp)")
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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D.visible_message("<span class='warning'>[A] grabs [D]'s wrist and wrenches it sideways!</span>", \
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"<span class='userdanger'>[A] grabs your wrist and violently wrenches it to the side!</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.dropItemToGround(D.get_active_held_item())
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D.apply_damage(5, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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D.DefaultCombatKnockdown(60)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun()
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return TRUE
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return basic_hit(A,D)
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///Gnashing Teeth: Harm Harm, consistent 20 force punch on every second harm punch, has a chance to crit
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/datum/martial_art/the_sleeping_carp/proc/strongPunch(mob/living/carbon/human/A, mob/living/carbon/human/D)
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///this var is so that the strong punch is always aiming for the body part the user is targeting and not trying to apply to the chest before deviating
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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var/atk_verb = pick("precisely kick", "brutally chop", "cleanly hit", "viciously slam")
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///this is the critical hit damage added to the attack if it rolls, it starts at 0 because it'll be changed when rolled
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var/crit_damage = 0
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D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
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"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
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to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
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if(prob(10))
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crit_damage += 20
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playsound(get_turf(D), 'sound/weapons/bite.ogg', 50, TRUE, -1)
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D.visible_message("<span class='warning'>[D] sputters blood as the blow strikes them with inhuman force!</span>", "<span class='userdanger'>You are struck with incredible precision by [A]!</span>")
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log_combat(A, D, "critcal strong punched (Sleeping Carp)")//log it here because a critical can swing for 40 force and it's important for the sake of how hard they hit
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else
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
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log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging
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D.apply_damage(20 + crit_damage, BRUTE, affecting)
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return
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/datum/martial_art/the_sleeping_carp/proc/backKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
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if(CHECK_MOBILITY(D, MOBILITY_STAND))
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if(A.dir == D.dir)
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log_combat(A, D, "back-kicked (Sleeping Carp)")
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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D.visible_message("<span class='warning'>[A] kicks [D] in the back!</span>", \
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"<span class='userdanger'>[A] kicks you in the back, making you stumble and fall!</span>")
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step_to(D,get_step(D,D.dir),1)
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D.DefaultCombatKnockdown(80)
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
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return TRUE
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else
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log_combat(A, D, "missed a back-kick (Sleeping Carp) on")
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D.visible_message("<span class='warning'>[A] tries to kick [D] in the back, but misses!</span>", \
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"<span class='userdanger'>[A] tries to kick you in the back, but misses!</span>")
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return basic_hit(A,D)
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///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards
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/datum/martial_art/the_sleeping_carp/proc/launchKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
|
||||
D.visible_message("<span class='warning'>[A] kicks [D] square in the chest, sending them flying!</span>", \
|
||||
"<span class='userdanger'>You are kicked square in the chest by [A], sending you flying!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
|
||||
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
|
||||
var/atom/throw_target = get_edge_target_turf(D, A.dir)
|
||||
D.throw_at(throw_target, 7, 14, A)
|
||||
D.apply_damage(15, BRUTE, BODY_ZONE_CHEST)
|
||||
log_combat(A, D, "launchkicked (Sleeping Carp)")
|
||||
return
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/proc/kneeStomach(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
if(CHECK_MOBILITY(D, MOBILITY_STAND))
|
||||
log_combat(A, D, "stomach kneed (Sleeping Carp)")
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
|
||||
D.visible_message("<span class='warning'>[A] knees [D] in the stomach!</span>", \
|
||||
"<span class='userdanger'>[A] winds you with a knee in the stomach!</span>")
|
||||
D.audible_message("<b>[D]</b> gags!")
|
||||
D.losebreath += 3
|
||||
D.DefaultCombatKnockdown(40)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun()
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
|
||||
return TRUE
|
||||
return basic_hit(A,D)
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/proc/headKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
if(CHECK_MOBILITY(D, MOBILITY_STAND))
|
||||
log_combat(A, D, "head kicked (Sleeping Carp)")
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
|
||||
D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
|
||||
"<span class='userdanger'>[A] kicks you in the jaw!</span>")
|
||||
D.apply_damage(20, BRUTE, BODY_ZONE_HEAD)
|
||||
///Keelhaul: Harm Grab combo, knocks people down, deals stamina damage while they're on the floor
|
||||
/datum/martial_art/the_sleeping_carp/proc/dropKick(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
|
||||
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
|
||||
if((D.mobility_flags & MOBILITY_STAND))
|
||||
D.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
|
||||
D.DefaultCombatKnockdown(50) //Not much can really be done about the knockdown being so strong without a refactor
|
||||
D.adjustStaminaLoss(40) //A cit specific change form the tg port to really punish anyone who tries to stand up
|
||||
D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
|
||||
"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
|
||||
if(!(D.mobility_flags & MOBILITY_STAND))
|
||||
D.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
|
||||
D.adjustStaminaLoss(40)
|
||||
D.drop_all_held_items()
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
|
||||
D.DefaultCombatKnockdown(80)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun()
|
||||
return TRUE
|
||||
return basic_hit(A,D)
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/proc/elbowDrop(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
if(!CHECK_MOBILITY(D, MOBILITY_STAND))
|
||||
log_combat(A, D, "elbow dropped (Sleeping Carp)")
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
|
||||
D.visible_message("<span class='warning'>[A] elbow drops [D]!</span>", \
|
||||
"<span class='userdanger'>[A] piledrives you with their elbow!</span>")
|
||||
if(D.stat)
|
||||
D.death() //FINISH HIM!
|
||||
D.apply_damage(50, BRUTE, BODY_ZONE_CHEST)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 75, 1, -1)
|
||||
return TRUE
|
||||
return basic_hit(A,D)
|
||||
D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
|
||||
"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
|
||||
log_combat(A, D, "dropkicked (Sleeping Carp)")
|
||||
return
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
if(A.a_intent == INTENT_GRAB && A!=D) // A!=D prevents grabbing yourself
|
||||
add_to_streak("G",D)
|
||||
if(check_streak(A,D)) //if a combo is made no grab upgrade is done
|
||||
return TRUE
|
||||
old_grab_state = A.grab_state
|
||||
D.grabbedby(A, 1)
|
||||
if(old_grab_state == GRAB_PASSIVE)
|
||||
D.drop_all_held_items()
|
||||
A.setGrabState(GRAB_AGGRESSIVE) //Instant agressive grab if on grab intent
|
||||
log_combat(A, D, "grabbed", addition="aggressively")
|
||||
D.visible_message("<span class='warning'>[A] violently grabs [D]!</span>", \
|
||||
"<span class='userdanger'>[A] violently grabs you!</span>")
|
||||
add_to_streak("G",D)
|
||||
if(check_streak(A,D))
|
||||
return TRUE
|
||||
return FALSE
|
||||
log_combat(A, D, "grabbed (Sleeping Carp)")
|
||||
return ..()
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
add_to_streak("H",D)
|
||||
if(check_streak(A,D))
|
||||
return TRUE
|
||||
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
|
||||
var/atk_verb = pick("punches", "kicks", "chops", "hits", "slams")
|
||||
D.visible_message("<span class='danger'>[A] [atk_verb] [D]!</span>", \
|
||||
"<span class='userdanger'>[A] [atk_verb] you!</span>")
|
||||
D.apply_damage(rand(10,15), BRUTE)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, 1, -1)
|
||||
if(prob(D.getBruteLoss()) && !D.lying)
|
||||
D.visible_message("<span class='warning'>[D] stumbles and falls!</span>", "<span class='userdanger'>The blow sends you to the ground!</span>")
|
||||
D.DefaultCombatKnockdown(80)
|
||||
log_combat(A, D, "[atk_verb] (Sleeping Carp)")
|
||||
var/atk_verb = pick("kick", "chop", "hit", "slam")
|
||||
D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
|
||||
"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
|
||||
to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
|
||||
D.apply_damage(rand(10,15), BRUTE, affecting)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
|
||||
log_combat(A, D, "punched (Sleeping Carp)")
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -143,17 +103,58 @@
|
||||
add_to_streak("D",D)
|
||||
if(check_streak(A,D))
|
||||
return TRUE
|
||||
log_combat(A, D, "disarmed (Sleeping Carp)")
|
||||
return ..()
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/on_projectile_hit(mob/living/carbon/human/A, obj/item/projectile/P, def_zone)
|
||||
. = ..()
|
||||
if(A.incapacitated(FALSE, TRUE)) //NO STUN
|
||||
return BULLET_ACT_HIT
|
||||
if(!(A.mobility_flags & MOBILITY_USE)) //NO UNABLE TO USE
|
||||
return BULLET_ACT_HIT
|
||||
if(A.dna && A.dna.check_mutation(HULK)) //NO HULK
|
||||
return BULLET_ACT_HIT
|
||||
if(!isturf(A.loc)) //NO MOTHERFLIPPIN MECHS!
|
||||
return BULLET_ACT_HIT
|
||||
if(A.in_throw_mode)
|
||||
A.visible_message("<span class='danger'>[A] effortlessly swats the projectile aside! They can block bullets with their bare hands!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
|
||||
playsound(get_turf(A), pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
|
||||
P.firer = A
|
||||
P.setAngle(rand(0, 360))//SHING
|
||||
return BULLET_ACT_FORCE_PIERCE
|
||||
return BULLET_ACT_HIT
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/teach(mob/living/carbon/human/H, make_temporary = FALSE)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
ADD_TRAIT(H, TRAIT_NOGUNS, SLEEPING_CARP_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
|
||||
H.physiology.brute_mod *= 0.4 //brute is really not gonna cut it
|
||||
H.physiology.burn_mod *= 0.7 //burn is distinctly more useful against them than brute but they're still resistant
|
||||
H.physiology.stamina_mod *= 0.5 //stun batons prove to be one of the few ways to fight them. They have stun resistance already, so I think doubling down too hard on this resistance is a bit much.
|
||||
H.physiology.stun_mod *= 0.3 //for those rare stuns
|
||||
H.physiology.pressure_mod *= 0.3 //go hang out with carp
|
||||
H.physiology.cold_mod *= 0.3 //cold mods are different to burn mods, they do stack however
|
||||
H.physiology.heat_mod *= 2 //this is mostly so sleeping carp has a viable weakness. Cooking them alive. Setting them on fire and heating them will be their biggest weakness. The reason for this is....filet jokes.
|
||||
|
||||
H.faction |= "carp" //:D
|
||||
|
||||
/datum/martial_art/the_sleeping_carp/on_remove(mob/living/carbon/human/H)
|
||||
. = ..()
|
||||
REMOVE_TRAIT(H, TRAIT_NOGUNS, SLEEPING_CARP_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
|
||||
H.physiology.brute_mod = initial(H.physiology.brute_mod)
|
||||
H.physiology.burn_mod = initial(H.physiology.burn_mod)
|
||||
H.physiology.stamina_mod = initial(H.physiology.stamina_mod)
|
||||
H.physiology.stun_mod = initial(H.physiology.stun_mod)
|
||||
H.physiology.pressure_mod = initial(H.physiology.pressure_mod) //no more carpies
|
||||
H.physiology.cold_mod = initial(H.physiology.cold_mod)
|
||||
H.physiology.heat_mod = initial(H.physiology.heat_mod)
|
||||
|
||||
H.faction -= "carp" //:(
|
||||
|
||||
/mob/living/carbon/human/proc/sleeping_carp_help()
|
||||
set name = "Recall Teachings"
|
||||
@@ -162,11 +163,10 @@
|
||||
|
||||
to_chat(usr, "<b><i>You retreat inward and recall the teachings of the Sleeping Carp...</i></b>")
|
||||
|
||||
to_chat(usr, "<span class='notice'>Wrist Wrench</span>: Disarm Disarm. Forces opponent to drop item in hand.")
|
||||
to_chat(usr, "<span class='notice'>Back Kick</span>: Harm Grab. Opponent must be facing away. Knocks down.")
|
||||
to_chat(usr, "<span class='notice'>Stomach Knee</span>: Grab Harm. Knocks the wind out of opponent and stuns.")
|
||||
to_chat(usr, "<span class='notice'>Head Kick</span>: Disarm Harm Harm. Decent damage, forces opponent to drop item in hand.")
|
||||
to_chat(usr, "<span class='notice'>Elbow Drop</span>: Harm Disarm Harm Disarm Harm. Opponent must be on the ground. Deals huge damage, instantly kills anyone in critical condition.")
|
||||
to_chat(usr, "<span class='notice'>Gnashing Teeth</span>: Harm Harm. Deal additional damage every second punch, with a chance for even more damage!")
|
||||
to_chat(usr, "<span class='notice'>Crashing Wave Kick</span>: Harm Disarm. Launch people brutally across rooms, and away from you.")
|
||||
to_chat(usr, "<span class='notice'>Keelhaul</span>: Harm Grab. Kick opponents to the floor. Against prone targets, deal additional stamina damage and disarm them.")
|
||||
to_chat(usr, "<span class='notice'>In addition, your body has become incredibly resilient to most forms of attack. Weapons cannot readily pierce your hardened skin, and you are highly resistant to stuns and knockdowns, and can block all projectiles in Throw Mode. However, you are not invincible, and sustained damage will take it's toll. Avoid heat at all costs!</span>")
|
||||
|
||||
/obj/item/twohanded/bostaff
|
||||
name = "bo staff"
|
||||
|
||||
@@ -45,31 +45,11 @@
|
||||
if(spec_return)
|
||||
return spec_return
|
||||
|
||||
if(mind)
|
||||
if (mind.martial_art && mind.martial_art.dodge_chance)
|
||||
if(!lying && dna && !dna.check_mutation(HULK))
|
||||
if(prob(mind.martial_art.dodge_chance))
|
||||
var/static/dodgemessages = list("dodges under",0,-4,"dodges to the right of",-4,0,"dodges to the left of",4,0,"jumps over",0,4)
|
||||
var/pick = pick(1,4,7,10)
|
||||
var/oldx = pixel_x
|
||||
var/oldy = pixel_y
|
||||
animate(src,pixel_x = pixel_x + dodgemessages[pick+1],pixel_y = pixel_y + dodgemessages[pick+2],time=3)
|
||||
animate(src,pixel_x = oldx,pixel_y = oldy,time=2)
|
||||
visible_message("<span class='danger'>[src] [dodgemessages[pick]] the projectile!</span>", "<span class='userdanger'>You dodge the projectile!</span>")
|
||||
return BULLET_ACT_FORCE_PIERCE
|
||||
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!
|
||||
if(prob(mind.martial_art.deflection_chance))
|
||||
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
|
||||
if(mind.martial_art.deflection_chance >= 100) //if they can NEVER be hit, lets clue sec in ;)
|
||||
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
|
||||
else
|
||||
visible_message("<span class='danger'>[src] deflects the projectile!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
|
||||
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
|
||||
if(mind.martial_art.reroute_deflection)
|
||||
P.firer = src
|
||||
P.setAngle(rand(0, 360))//SHING
|
||||
return BULLET_ACT_FORCE_PIERCE
|
||||
|
||||
if(mind) //martial art stuff
|
||||
if(mind.martial_art && mind.martial_art.can_use(src)) //Some martial arts users can deflect projectiles!
|
||||
var/martial_art_result = mind.martial_art.on_projectile_hit(src, P, def_zone)
|
||||
if(!(martial_art_result == BULLET_ACT_HIT))
|
||||
return martial_art_result
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/check_reflect(def_zone)
|
||||
|
||||
@@ -123,7 +123,7 @@ Difficulty: Very Hard
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
if(H.mind)
|
||||
if(H.mind.martial_art && prob(H.mind.martial_art.deflection_chance))
|
||||
if(istype(H.mind.martial_art, /datum/martial_art/the_sleeping_carp) & istype(H.mind.martial_art, /datum/martial_art/the_rising_bass))
|
||||
. = TRUE
|
||||
|
||||
/mob/living/simple_animal/hostile/megafauna/colossus/proc/alternating_dir_shots()
|
||||
|
||||
Reference in New Issue
Block a user