#define WRIST_WRENCH_COMBO "DD" #define BACK_KICK_COMBO "HG" #define STOMACH_KNEE_COMBO "GH" #define HEAD_KICK_COMBO "DHH" #define ELBOW_DROP_COMBO "HDHDH" /datum/martial_art/the_sleeping_carp name = "The Sleeping Carp" id = MARTIALART_SLEEPINGCARP deflection_chance = 100 reroute_deflection = TRUE no_guns = TRUE allow_temp_override = FALSE help_verb = /mob/living/carbon/human/proc/sleeping_carp_help /datum/martial_art/the_sleeping_carp/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D) if(findtext(streak,WRIST_WRENCH_COMBO)) streak = "" wristWrench(A,D) return 1 if(findtext(streak,BACK_KICK_COMBO)) streak = "" backKick(A,D) return 1 if(findtext(streak,STOMACH_KNEE_COMBO)) streak = "" kneeStomach(A,D) return 1 if(findtext(streak,HEAD_KICK_COMBO)) streak = "" headKick(A,D) return 1 if(findtext(streak,ELBOW_DROP_COMBO)) streak = "" elbowDrop(A,D) return 1 return 0 /datum/martial_art/the_sleeping_carp/proc/wristWrench(mob/living/carbon/human/A, mob/living/carbon/human/D) if(!D.stat && !D.IsStun() && !D.IsKnockdown()) A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) D.visible_message("[A] grabs [D]'s wrist and wrenches it sideways!", \ "[A] grabs your wrist and violently wrenches it to the side!") playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1) D.emote("scream") D.dropItemToGround(D.get_active_held_item()) D.apply_damage(5, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) D.Knockdown(60)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun() return 1 log_combat(A, D, "wrist wrenched (Sleeping Carp)") return basic_hit(A,D) /datum/martial_art/the_sleeping_carp/proc/backKick(mob/living/carbon/human/A, mob/living/carbon/human/D) if(A.dir == D.dir && !D.stat && !D.IsKnockdown()) A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) D.visible_message("[A] kicks [D] in the back!", \ "[A] kicks you in the back, making you stumble and fall!") step_to(D,get_step(D,D.dir),1) D.Knockdown(80) playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1) return 1 log_combat(A, D, "back-kicked (Sleeping Carp)") return basic_hit(A,D) /datum/martial_art/the_sleeping_carp/proc/kneeStomach(mob/living/carbon/human/A, mob/living/carbon/human/D) if(!D.stat && !D.IsKnockdown()) A.do_attack_animation(D, ATTACK_EFFECT_KICK) D.visible_message("[A] knees [D] in the stomach!", \ "[A] winds you with a knee in the stomach!") D.audible_message("[D] gags!") D.losebreath += 3 D.Knockdown(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 1 log_combat(A, D, "stomach kneed (Sleeping Carp)") return basic_hit(A,D) /datum/martial_art/the_sleeping_carp/proc/headKick(mob/living/carbon/human/A, mob/living/carbon/human/D) if(!D.stat && !D.IsKnockdown()) A.do_attack_animation(D, ATTACK_EFFECT_KICK) D.visible_message("[A] kicks [D] in the head!", \ "[A] kicks you in the jaw!") D.apply_damage(20, BRUTE, BODY_ZONE_HEAD) D.drop_all_held_items() playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1) D.Knockdown(80)//CIT CHANGE - makes sleepingcarp use knockdown() for its stuns instead of stun() return 1 log_combat(A, D, "head kicked (Sleeping Carp)") return basic_hit(A,D) /datum/martial_art/the_sleeping_carp/proc/elbowDrop(mob/living/carbon/human/A, mob/living/carbon/human/D) if(D.IsKnockdown() || D.resting || D.stat) A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) D.visible_message("[A] elbow drops [D]!", \ "[A] piledrives you with their elbow!") 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 1 log_combat(A, D, "elbow dropped (Sleeping Carp)") return basic_hit(A,D) /datum/martial_art/the_sleeping_carp/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D) add_to_streak("G",D) if(check_streak(A,D)) return 1 if(A.grab_state >= GRAB_AGGRESSIVE) D.grabbedby(A, 1) else A.start_pulling(D, 1) if(A.pulling) D.drop_all_held_items() D.stop_pulling() if(A.a_intent == INTENT_GRAB) log_combat(A, D, "grabbed", addition="aggressively") D.visible_message("[A] violently grabs [D]!", \ "[A] violently grabs you!") A.grab_state = GRAB_AGGRESSIVE //Instant aggressive grab else log_combat(A, D, "grabbed", addition="passively") A.grab_state = GRAB_PASSIVE return 1 /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 1 A.do_attack_animation(D, ATTACK_EFFECT_PUNCH) var/atk_verb = pick("punches", "kicks", "chops", "hits", "slams") D.visible_message("[A] [atk_verb] [D]!", \ "[A] [atk_verb] you!") 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("[D] stumbles and falls!", "The blow sends you to the ground!") D.Knockdown(80) log_combat(A, D, "[atk_verb] (Sleeping Carp)") return 1 /datum/martial_art/the_sleeping_carp/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D) add_to_streak("D",D) if(check_streak(A,D)) return 1 return ..() /mob/living/carbon/human/proc/sleeping_carp_help() set name = "Recall Teachings" set desc = "Remember the martial techniques of the Sleeping Carp clan." set category = "Sleeping Carp" to_chat(usr, "You retreat inward and recall the teachings of the Sleeping Carp...") to_chat(usr, "Wrist Wrench: Disarm Disarm. Forces opponent to drop item in hand.") to_chat(usr, "Back Kick: Harm Grab. Opponent must be facing away. Knocks down.") to_chat(usr, "Stomach Knee: Grab Harm. Knocks the wind out of opponent and stuns.") to_chat(usr, "Head Kick: Disarm Harm Harm. Decent damage, forces opponent to drop item in hand.") to_chat(usr, "Elbow Drop: Harm Disarm Harm Disarm Harm. Opponent must be on the ground. Deals huge damage, instantly kills anyone in critical condition.") /obj/item/twohanded/bostaff name = "bo staff" desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts. Can be wielded to both kill and incapacitate." force = 10 w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK force_unwielded = 10 force_wielded = 24 throwforce = 20 throw_speed = 2 attack_verb = list("smashed", "slammed", "whacked", "thwacked") icon = 'icons/obj/items_and_weapons.dmi' icon_state = "bostaff0" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' block_chance = 50 /obj/item/twohanded/bostaff/update_icon() icon_state = "bostaff[wielded]" return /obj/item/twohanded/bostaff/attack(mob/target, mob/living/user) add_fingerprint(user) if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50)) to_chat(user, "You club yourself over the head with [src].") user.Knockdown(60) if(ishuman(user)) var/mob/living/carbon/human/H = user H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD) else user.take_bodypart_damage(2*force) return if(iscyborg(target)) return ..() if(!isliving(target)) return ..() var/mob/living/carbon/C = target if(C.stat) to_chat(user, "It would be dishonorable to attack a foe while they cannot retaliate.") return if(user.a_intent == INTENT_DISARM) if(!wielded) return ..() if(!ishuman(target)) return ..() var/mob/living/carbon/human/H = target var/list/fluffmessages = list("[user] clubs [H] with [src]!", \ "[user] smacks [H] with the butt of [src]!", \ "[user] broadsides [H] with [src]!", \ "[user] smashes [H]'s head with [src]!", \ "[user] beats [H] with front of [src]!", \ "[user] twirls and slams [H] with [src]!") H.visible_message("[pick(fluffmessages)]", \ "[pick(fluffmessages)]") playsound(get_turf(user), 'sound/effects/woodhit.ogg', 75, 1, -1) H.adjustStaminaLoss(rand(13,20)) if(prob(10)) H.visible_message("[H] collapses!", \ "Your legs give out!") H.Knockdown(80) if(H.staminaloss && !H.IsSleeping()) var/total_health = (H.health - H.staminaloss) if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat) H.visible_message("[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!", \ "[user] knocks you unconscious!") H.SetSleeping(600) H.adjustBrainLoss(15, 150) else return ..() /obj/item/twohanded/bostaff/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(wielded) return ..() return 0