#define STRONG_PUNCH_COMBO "HH" #define LAUNCH_KICK_COMBO "HD" #define DROP_KICK_COMBO "HG" /datum/martial_art/the_sleeping_carp name = "The Sleeping Carp" id = MARTIALART_SLEEPINGCARP allow_temp_override = FALSE help_verb = /mob/living/carbon/human/proc/sleeping_carp_help block_parry_data = /datum/block_parry_data/sleeping_carp pugilist = TRUE /datum/martial_art/the_sleeping_carp/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D) if(findtext(streak,STRONG_PUNCH_COMBO)) streak = "" strongPunch(A,D) return TRUE if(findtext(streak,LAUNCH_KICK_COMBO)) streak = "" launchKick(A,D) return TRUE if(findtext(streak,DROP_KICK_COMBO)) streak = "" dropKick(A,D) return TRUE return FALSE ///Gnashing Teeth: Harm Harm, high force punch on every second harm punch, has a chance to crit for near triple damage /datum/martial_art/the_sleeping_carp/proc/strongPunch(mob/living/carbon/human/A, mob/living/carbon/human/D) ///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 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("precisely kick", "brutally chop", "cleanly hit", "viciously slam") ///this is the critical hit damage added to the attack if it rolls, it starts at 0 because it'll be changed when rolled var/crit_damage = 0 var/damage = damage_roll(A,D) D.visible_message("[A] [atk_verb]s [D]!", \ "[A] [atk_verb]s you!", null, null, A) to_chat(A, "You [atk_verb] [D]!") if(prob(10)) crit_damage += (damage*2 + 15) playsound(get_turf(D), 'sound/weapons/bite.ogg', 50, TRUE, -1) D.visible_message("[D] staggers as the blow strikes them with inhuman force!", "You are struck with incredible precision by [A]!") 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 else playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1) log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting, wound_bonus = CANT_WOUND) return TRUE ///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards /datum/martial_art/the_sleeping_carp/proc/launchKick(mob/living/carbon/human/A, mob/living/carbon/human/D) var/damage = (damage_roll(A,D) + 15) A.do_attack_animation(D, ATTACK_EFFECT_KICK) D.visible_message("[A] kicks [D] square in the chest, sending them flying!", \ "You are kicked square in the chest by [A], sending you flying!", "You hear a sickening sound of flesh hitting flesh!", 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(damage, BRUTE, BODY_ZONE_CHEST, wound_bonus = CANT_WOUND, wound_bonus = CANT_WOUND) log_combat(A, D, "launchkicked (Sleeping Carp)") return TRUE ///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) var/damage = damage_roll(A,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(damage, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND) D.DefaultCombatKnockdown(50, override_hardstun = 0.01, override_stamdmg = 0) D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND) //A cit specific change form the tg port to really punish anyone who tries to stand up D.visible_message("[A] kicks [D] in the head, sending them face first into the floor!", \ "You are kicked in the head by [A], sending you crashing to the floor!", "You hear a sickening sound of flesh hitting flesh!", COMBAT_MESSAGE_RANGE, A) else D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND) D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND) D.drop_all_held_items() D.visible_message("[A] kicks [D] in the head!", \ "You are kicked in the head by [A]!", "You hear a sickening sound of flesh hitting flesh!", COMBAT_MESSAGE_RANGE, A) log_combat(A, D, "dropkicked (Sleeping Carp)") return TRUE /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 TRUE 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) var/damage = (damage_roll(A,D) + 5) var/stunthreshold = A.dna.species.punchstunthreshold 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("kick", "chop", "hit", "slam") D.visible_message("[A] [atk_verb]s [D]!", \ "[A] [atk_verb]s you!", null, null, A) to_chat(A, "You [atk_verb] [D]!") D.apply_damage(damage, BRUTE, affecting, wound_bonus = CANT_WOUND) playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1) if(CHECK_MOBILITY(D, MOBILITY_STAND) && damage >= stunthreshold) to_chat(D, "You stumble and fall!") D.DefaultCombatKnockdown(10, override_hardstun = 0.01, override_stamdmg = damage) log_combat(A, D, "punched (Sleeping Carp)") return TRUE /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 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(!CHECK_ALL_MOBILITY(A, MOBILITY_USE|MOBILITY_STAND)) //NO UNABLE TO USE, NO DEFLECTION ON THE FLOOR 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("[A] effortlessly swats the projectile aside! They can deflect projectile with their bare hands!", "You deflect the projectile!") 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 A.adjustStaminaLoss(3) return BULLET_ACT_FORCE_PIERCE return BULLET_ACT_HIT /datum/block_parry_data/sleeping_carp parry_time_windup = 0 parry_time_active = 25 parry_time_spindown = 0 // we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing. parry_time_windup_visual_override = 1 parry_time_active_visual_override = 3 parry_time_spindown_visual_override = 12 parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK //can attack while parry_time_perfect = 2.5 // first ds isn't perfect parry_time_perfect_leeway = 1.5 parry_imperfect_falloff_percent = 5 parry_efficiency_to_counterattack = 100 parry_efficiency_considered_successful = 65 // VERY generous parry_efficiency_perfect = 100 parry_failed_stagger_duration = 4 SECONDS parry_cooldown = 0.5 SECONDS /mob/living/carbon/human/UseStaminaBuffer(amount, warn = FALSE, considered_action = TRUE) amount *= physiology? physiology.stamina_buffer_mod : 1 return ..() /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) ADD_TRAIT(H, TRAIT_TASED_RESISTANCE, 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 *= 0.4 //You take less stamina damage overall, but you do not reduce the damage from stun batons as 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.physiology.stamina_buffer_mod *= 0.75 //to help with some stamina 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) REMOVE_TRAIT(H, TRAIT_TASED_RESISTANCE, 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.physiology.stamina_buffer_mod = initial(H.physiology.stamina_buffer_mod) H.faction -= "carp" //:( /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, "Gnashing Teeth: Harm Harm. Deal additional damage every second punch, with a chance for even more damage!") to_chat(usr, "Crashing Wave Kick: Harm Disarm. Launch people brutally across rooms, and away from you.") to_chat(usr, "Keelhaul: Harm Grab. Kick opponents to the floor. Against prone targets, deal additional stamina damage and disarm them.") to_chat(usr, "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!") /obj/item/staff/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 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 var/wielded = FALSE // track wielded status on item /obj/item/staff/bostaff/Initialize() . = ..() RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield) RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield) /obj/item/staff/bostaff/ComponentInitialize() . = ..() AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=24, icon_wielded="bostaff1") /// triggered on wield of two handed item /obj/item/staff/bostaff/proc/on_wield(obj/item/source, mob/user) wielded = TRUE /// triggered on unwield of two handed item /obj/item/staff/bostaff/proc/on_unwield(obj/item/source, mob/user) wielded = FALSE /obj/item/staff/bostaff/update_icon_state() icon_state = "bostaff0" /obj/item/staff/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.DefaultCombatKnockdown(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.DefaultCombatKnockdown(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.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150) else return ..() /obj/item/staff/bostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) if(!wielded) return BLOCK_NONE return ..()