{"action":"created","comment":{"url":"https://api.github.com/repos/HippieStation/HippieStation/pulls/comments/169161762","pull_request_review_id":97644399,"id":169161762,"diff_hunk":"@@ -0,0 +1,591 @@\n+// combo defines\n+\n+#define BUSTER_COMBO \"EEG\"\n+#define SLOPPY_HARM \"HHHH\" //spamming GOTNS is not ideal\n+#define SLOPPY_HELP \"EEEE\" //don't think you can circumvent this with other intents either\n+#define SLOPPY_GRAB \"GGGG\" //nor this\n+#define SLOPPY_DISARM \"DDDD\" //definitely not this\n+#define FIREBALL_ONE_COMBO \"EGD\"\n+#define DROPKICK_COMBO \"DEEH\"\n+#define SURPRISE_COMBO \"DDH\"\n+#define MACHINE_GUN_COMBO \"EHEH\"\n+#define FIREBALL_TWO_COMBO \"EDD\"\n+#define HEADBUTT_COMBO \"EHG\"\n+#define HEADSLIDE_COMBO \"GDDG\"\n+#define CANNONBALL_COMBO \"DDG\"\n+\n+// misc. defines\n+#define STATUS_EFFECT_HORSE_STANCE /datum/status_effect/horse_stance // define for the horse stance spell\n+var/horse_stance_effects = FALSE // ensures the horse stance gains it effect\n+\n+// rest of the file\n+\n+/datum/martial_art/proc/help_act(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\treturn 0\n+\n+/datum/martial_art/armstrong\n+\tname = \"Armstrong Style\"\n+\thelp_verb = /mob/living/carbon/human/proc/armstrong_help\n+\tmax_streak_length = 4\n+\tno_guns = TRUE\n+\tblock_chance = 75\n+\tdeflection_chance = 50\n+\tallow_temp_override = FALSE\n+\tvar/current_exp = 1\n+\tvar/next_level_exp = 5\n+\tvar/static/exp_slope = 10.5\n+\tvar/current_level = 1\n+\tvar/level_cap = 30\n+\n+/datum/martial_art/armstrong/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tA.hud_used.combo_object.update_icon(streak, 60)\n+\tif(findtext(streak,BUSTER_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tBuster(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,SLOPPY_HARM)) //more like this CODE is sloppy\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tSloppy(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,SLOPPY_HELP))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tSloppy(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,SLOPPY_DISARM))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tSloppy(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,SLOPPY_GRAB))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tSloppy(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,FIREBALL_ONE_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tFireballOne(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,DROPKICK_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tDropkick(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,SURPRISE_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tSurprise(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,MACHINE_GUN_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tMachineGun(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,FIREBALL_TWO_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tFireballTwo(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,HEADBUTT_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tHeadbutt(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,HEADSLIDE_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tHeadslide(A,D)\n+\t\treturn 1\n+\tif(findtext(streak,CANNONBALL_COMBO))\n+\t\tstreak = \"\"\n+\t\tA.hud_used.combo_object.update_icon(streak)\n+\t\tCannonball(A,D)\n+\t\treturn 1\n+\treturn 0\n+\n+//special effects\n+\n+/datum/martial_art/armstrong/proc/SloppyAnimate(mob/living/carbon/human/A)\n+\tset waitfor = FALSE\n+\tfor(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))\n+\t\tif(!A)\n+\t\t\tbreak\n+\t\tA.setDir(i)\n+\t\tplaysound(A.loc, 'hippiestation/sound/weapons/armstrong_punch.ogg', 35, 1, -1)\n+\t\tsleep(1)\n+\n+/datum/martial_art/armstrong/proc/Sloppy(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level <= 9)\n+\t\tA.say(\"ATATATATATATAT!!\")\n+\t\tSloppyAnimate(A)\n+\t\tD.visible_message(\"<span class='danger'>[A] sloppily flails around, striking [D]!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] sends [D] flying with a rushed combo!</span>\")\n+\t\tvar/obj/effect/proc_holder/spell/aoe_turf/repulse/R = new(null)\n+\t\tvar/list/turfs = list()\n+\t\tfor(var/turf/T in range(1,A))\n+\t\t\tturfs.Add(T)\n+\t\tR.cast(turfs)\n+\t\tadd_exp(4, A)\n+\t\tadd_logs(A, D, \"sloppily flailed around (Armstrong)\")\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/effects/fart.ogg', 100, FALSE, pressure_affected = FALSE)\n+\t\treturn\n+\telse\n+\t\tA.Knockdown(10)\n+\t\tD.Knockdown(15)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tD.throw_at(throw_target, 1, 1)\n+\t\tA.throw_at(throw_target, 1, 1)\n+\t\tD.visible_message(\"<span class='danger'>[A] sloppily punts [D] away, and trips!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] punts [D] away with a rushed combo!</span>\")\n+\t\tadd_logs(A, D, \"sloppily flailed around (Armstrong)\")\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/misc/oof.ogg', 100, FALSE, pressure_affected = FALSE)\n+\t\treturn\n+\n+// Actual combos\n+\n+/datum/martial_art/armstrong/proc/Buster(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)\n+\tif(current_level >= 2) // Checks Armstrong's current level.\n+\t\tadd_logs(A, D, \"buster punched (Armstrong)\")\n+\t\tD.visible_message(\"<span class='danger'>[A] buster punches [D]!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] knocks down [D] with two strong punches!</span>\")\n+\t\tplaysound(D.loc, 'hippiestation/sound/weapons/armstrong_zipper.ogg', 100, 1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_PUNCH)\n+\t\tD.adjustBruteLoss(8) //Decentish damage. It racks up to 18 if the victim hits a wall.\n+\t\tD.Knockdown(15) //Minimal knockdown, but becomes a potential stunlock if they hit a wall.\n+\t\tadd_exp(8, A)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tD.throw_at(throw_target, 1, 1)\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/FireballOne(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 5) // Checks Armstrong's current level.\n+\t\tD.visible_message(\"<span class='danger'>[A] blasts off!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] blasted [D] with a weak fireball!</span>\")\n+\t\tplaysound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tplaysound(get_turf(A), 'sound/magic/fireball.ogg', 25, 1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.throw_at(throw_target, 2, 4,A)\n+\t\tD.adjust_fire_stacks(1)\n+\t\tD.IgniteMob()\n+\t\tadd_exp(8, A)\n+\t\tadd_logs(A, D, \"fireball-one (Armstrong)\")\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/Dropkick(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 6 && !D.stat && !D.IsKnockdown())\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_KICK)\n+\t\tplaysound(D.loc, 'hippiestation/sound/weapons/armstrong_punch.ogg', 50, 1, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.Knockdown(15)\n+\t\tD.adjustBruteLoss(12)\n+\t\tA.Knockdown(5)\n+\t\tadd_exp(12, A)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tA.throw_at(throw_target, 1, 1)\n+\t\tD.visible_message(\"<span class='danger'>[A] dropkicks [D]!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] dropkicked [D]!</span>\")\n+\t\tadd_logs(A, D, \"dropkicked (Armstrong)\")\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/Surprise(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 3 && !D.stat && !D.IsKnockdown()) // Checks Armstrong's current level, blocks easy stunlocking.\n+\t\tplaysound(D.loc, 'hippiestation/sound/weapons/armstrong_punch.ogg', 75, 0, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.Knockdown(50)\n+\t\tD.emote(\"scream\")\n+\t\tD.adjustBruteLoss(5)\n+\t\tadd_exp(8, A)\n+\t\tif(D.gender == FEMALE)\n+\t\t\tD.visible_message(\"<span class='notice'>[A] scares [D] and they sheepishly fall over.</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] 'surprised' [D]!</span>\") // we're not citadel\n+\t\t\tA.say(\"BOO!\")\n+\t\telse\n+\t\t\tA.do_attack_animation(D, ATTACK_EFFECT_KICK)\n+\t\t\tD.visible_message(\"<span class='danger'><b>[A] kicks [D] in the dick!<b></span>\", \\\n+\t\t\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] 'surprised' [D]!</span>\") // how the attack actually worked in LISA\n+\t\t\tadd_logs(A, D, \"surprised (Armstrong)\")\n+\t\t\treturn\n+\n+/datum/martial_art/armstrong/proc/MachineGun(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)\n+\tif(current_level >= 7) // Checks Armstrong's current level.\n+\t\tadd_logs(A, D, \"Machine Gun Fisted (Armstrong)\")\n+\t\tD.visible_message(\"<span class='danger'>[A] unleashes a flurry of punches on [D]!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] punches [D] at the speed of a machine gun!</span>\")\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.adjustBruteLoss(18) //punch punch punch\n+\t\tSloppyAnimate(A)\n+\t\tD.Stun(10)\n+\t\tadd_exp(12, A)\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/FireballTwo(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 12) // Checks Armstrong's current level.\n+\t\tD.visible_message(\"<span class='danger'>[A] blasts off!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] blasted [D] with a weak fireball!</span>\")\n+\t\tplaysound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tplaysound(get_turf(A), 'sound/magic/fireball.ogg', 25, 1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.throw_at(throw_target, 2, 4,A)\n+\t\tD.adjust_fire_stacks(3)\n+\t\tD.adjustFireLoss(8)\n+\t\tD.IgniteMob()\n+\t\tvar/datum/effect_system/explosion/E = new\n+\t\tE.set_up(get_turf(D))\n+\t\tE.start()\n+\t\tadd_exp(8, A)\n+\t\tadd_logs(A, D, \"fireball-two (Armstrong)\")\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/Headbutt(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 15) // Checks Armstrong's current level.\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_PUNCH)\n+\t\tD.visible_message(\"<span class='warning'>[A] headbutts [D]!</span>\", \\\n+\t\t\t\t\t\t  \"<span class='userdanger'>[A] headbutts you with atom-shattering strength!</span>\")\n+\t\tD.apply_damage(18, BRUTE, \"head\") //same as machine gun, but easier to pull off + a stun. a good combo for level 15.\n+\t\tplaysound(get_turf(D), 'hippiestation/sound/weapons/armstrong_headbutt.ogg', 80, 0, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.AdjustUnconscious(15)\n+\t\tD.adjustBrainLoss(30)\n+\t\tadd_exp(12, A)\n+\t\tvar/datum/effect_system/explosion/E = new\n+\t\tE.set_up(get_turf(D))\n+\t\tE.start()\n+\t\tadd_logs(A, D, \"headbutted (Armstrong)\")\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/Headslide(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 13 && !D.stat && !D.IsKnockdown()) // Checks Armstrong's current level, blocks easy stunlocking.\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_KICK)\n+\t\tplaysound(D.loc, 'sound/effects/suitstep1.ogg', 50, 1, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tD.Knockdown(80)\n+\t\tD.adjustBruteLoss(10)\n+\t\tA.Knockdown(5)\n+\t\tadd_exp(12, A)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tA.throw_at(throw_target, 3, 3)\n+\t\tD.visible_message(\"<span class='danger'>[A] headslides underneath [D], tripping them!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] headslid into [D]!</span>\")\n+\t\tadd_logs(A, D, \"headslide (Armstrong)\")\n+\t\treturn\n+\n+/datum/martial_art/armstrong/proc/Cannonball(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(current_level >= 10)\n+\t\tD.visible_message(\"<span class='danger'>[A] flies into [D] like a cannonball!</span>\", \\\n+\t\t\t\t\t\t\t\t\t\"<span class='userdanger'>[A] slams into [D] with the force of a cannonball!</span>\")\n+\t\tvar/obj/effect/proc_holder/spell/aoe_turf/repulse/R = new(null)\n+\t\tvar/list/turfs = list()\n+\t\tfor(var/turf/T in range(1,A))\n+\t\t\tturfs.Add(T)\n+\t\tR.cast(turfs)\n+\t\tvar/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))\n+\t\tA.throw_at(throw_target, 1, 1)\n+\t\tA.Knockdown(3)\n+\t\tD.adjustBruteLoss(10)\n+\t\tadd_exp(8, A)\n+\t\tadd_logs(A, D, \"cannonballed (Armstrong)\")\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_success.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\treturn\n+\n+// Help/Hurt/Grab/Disarm acts\n+\n+/datum/martial_art/armstrong/help_act(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(D.stat != DEAD) // Checks if they're dead.\n+\t\tadd_to_streak(\"E\",D)\n+\t\tif(check_streak(A,D))\n+\t\t\treturn 1\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_PUNCH)\n+\t\tvar/atk_verb_help = pick(\"left punches\", \"left hooks\")\n+\t\tD.visible_message(\"<span class='danger'>[A] [atk_verb_help] [D]!</span>\", \\\n+\t\t\t\t\t\t  \"<span class='userdanger'>[A] [atk_verb_help] you!</span>\")\n+\t\tD.apply_damage(rand(6,13), BRUTE) // lower base damage\n+\t\tD.adjustStaminaLoss(rand(6,10)) // but higher stamina damage\n+\t\tadd_exp(rand(1,3), A)\n+\t\tplaysound(get_turf(D), 'hippiestation/sound/weapons/armstrong_punch.ogg', 75, 0, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_combo.ogg', 25, FALSE, pressure_affected = FALSE)\n+\t\tif(prob(D.getBruteLoss()) && !D.lying)\n+\t\t\tD.visible_message(\"<span class='warning'>Critical hit!</span>\", \"<span class='userdanger'>Critical hit!</span>\")\n+\t\t\tD.apply_damage(10, BRUTE)\n+\t\t\tD.Knockdown(20)\n+\t\tif(current_level >= 10)\n+\t\t\tA.changeNext_move(CLICK_CD_RAPID) //O fortuna\n+\t\t\t.= FALSE\n+\t\tadd_logs(A, D, \"[atk_verb_help] (Armstrong)\")\n+\t\treturn 1\n+\telse // Prevents you from comboing dead lads, returns the default behavior.\n+\t\treturn\n+\n+/datum/martial_art/armstrong/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(D.stat != DEAD) // Checks if they're dead.\n+\t\tadd_to_streak(\"H\",D)\n+\t\tif(check_streak(A,D))\n+\t\t\treturn 1\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_PUNCH)\n+\t\tvar/atk_verb_harm = pick(\"right punches\", \"right hooks\")\n+\t\tD.visible_message(\"<span class='danger'>[A] [atk_verb_harm] [D]!</span>\", \\\n+\t\t\t\t\t\t  \"<span class='userdanger'>[A] [atk_verb_harm] you!</span>\")\n+\t\tD.apply_damage(rand(8,15), BRUTE) // higher base damage\n+\t\tD.adjustStaminaLoss(rand(4,8)) // but lower stamina damage\n+\t\tadd_exp(rand(1,3), A)\n+\t\tplaysound(get_turf(D), 'hippiestation/sound/weapons/armstrong_punch.ogg', 50, 0, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_combo.ogg', 25, FALSE, pressure_affected = FALSE)\n+\t\tif(prob(D.getBruteLoss()) && !D.lying)\n+\t\t\tD.visible_message(\"<span class='warning'>Critical hit!</span>\", \"<span class='userdanger'>Critical hit!</span>\")\n+\t\t\tD.apply_damage(10, BRUTE)\n+\t\t\tD.Knockdown(20)\n+\t\tif(current_level >= 10)\n+\t\t\tA.changeNext_move(CLICK_CD_RAPID)\n+\t\t\t.= FALSE\n+\t\tadd_logs(A, D, \"[atk_verb_harm] (Armstrong)\")\n+\t\treturn 1\n+\telse // Prevents you from comboing dead lads, returns the default behavior.\n+\t\treturn\n+\n+/datum/martial_art/armstrong/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(D.stat != DEAD) // Checks if they're dead.\n+\t\tadd_to_streak(\"G\",D)\n+\t\tif(check_streak(A,D))\n+\t\t\treturn 1\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_PUNCH)\n+\t\tvar/atk_verb_grab = pick(\"zipper punches\", \"one, two punches\")\n+\t\tD.visible_message(\"<span class='danger'>[A] [atk_verb_grab] [D]!</span>\", \\\n+\t\t\t\t\t\t  \"<span class='userdanger'>[A] [atk_verb_grab] you!</span>\")\n+\t\tD.apply_damage(rand(4,8), BRUTE) // left hand brute damage - weakened\n+\t\tD.adjustStaminaLoss(rand(4,9)) // left hand stamina damage\n+\t\tD.apply_damage(rand(6,12), BRUTE) // right hand brute damage - weakened\n+\t\tD.adjustStaminaLoss(rand(3,8)) // right hand stamina damage\n+\t\tadd_exp(rand(2,4), A)\n+\t\tplaysound(get_turf(D), 'hippiestation/sound/weapons/armstrong_zipper.ogg', 50, 0, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_combo.ogg', 25, FALSE, pressure_affected = FALSE)\n+\t\tif(prob(D.getBruteLoss()) && !D.lying)\n+\t\t\tD.visible_message(\"<span class='warning'>Critical hit!</span>\", \"<span class='userdanger'>Critical hit!</span>\")\n+\t\t\tD.apply_damage(10, BRUTE)\n+\t\tif(current_level >= 10)\n+\t\t\tA.changeNext_move(CLICK_CD_RAPID)\n+\t\t\t.= FALSE\n+\t\tadd_logs(A, D, \"[atk_verb_grab] (Armstrong)\")\n+\t\treturn 1\n+\telse // Prevents you from comboing dead lads, returns the default behavior.\n+\t\treturn\n+\n+/datum/martial_art/armstrong/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)\n+\tif(D.stat != DEAD) // Checks if they're dead.\n+\t\tadd_to_streak(\"D\",D)\n+\t\tif(check_streak(A,D))\n+\t\t\treturn 1\n+\t\tA.do_attack_animation(D, ATTACK_EFFECT_PUNCH)\n+\t\tvar/atk_verb_disarm = pick(\"double palm thrusts\")\n+\t\tD.visible_message(\"<span class='danger'>[A] [atk_verb_disarm] [D]!</span>\", \\\n+\t\t\t\t\t\t  \"<span class='userdanger'>[A] [atk_verb_disarm] you!</span>\")\n+\t\tD.apply_damage(rand(3,5), BRUTE) // weakest brute damage\n+\t\tD.adjustStaminaLoss(rand(10,20)) // strongest stamina damage\n+\t\tadd_exp(rand(2,4), A)\n+\t\tplaysound(get_turf(D), 'hippiestation/sound/weapons/armstrong_palmthrust.ogg', 50, 0, -1)\n+\t\tA.playsound_local(get_turf(A), 'hippiestation/sound/weapons/armstrong_combo.ogg', 25, FALSE, pressure_affected = FALSE)\n+\t\tif(prob(D.getBruteLoss()) && !D.lying)\n+\t\t\tD.visible_message(\"<span class='warning'>Critical hit!</span>\", \"<span class='userdanger'>Critical hit!</span>\")\n+\t\t\tD.apply_damage(10, BRUTE)\n+\t\t\tD.adjustStaminaLoss(10)\n+\t\tif(current_level >= 10)\n+\t\t\tA.changeNext_move(CLICK_CD_RAPID)\n+\t\t\t.= FALSE\n+\t\tadd_logs(A, D, \"[atk_verb_disarm] (Armstrong)\")\n+\t\treturn 1\n+\telse // Prevents you from comboing dead lads, returns the default behavior.\n+\t\treturn\n+\n+// Help verb\n+\n+/mob/living/carbon/human/proc/armstrong_help()\n+\tset name = \"Recall Teachings\"\n+\tset desc = \"Remember how to Armstrong Style.\"\n+\tset category = \"Armstrong\"\n+\n+\tto_chat(usr, \"<b><i>You hear the voice of the hintmaster...</i></b>\")\n+\tto_chat(usr, \"<span class='notice'><b>COMBOS</b></span>\")\n+\tto_chat(usr, \"<span class='notice'>SLOPPY</span>: Spam Help/Harm intent. Flails around and knocks people around you down. Can't be used after you reach Level 10.\")\n+\tto_chat(usr, \"<span class='notice'>BUSTER PUNCHES</span>: Help, Help, Grab. Knocks down and deals fair damage. Requires Level 2.\")\n+\tto_chat(usr, \"<span class='notice'>SURPRISE ATTACK</span>: Disarm, Disarm, Harm. Knocks down and deals fair damage. Requires Level 3.\")\n+\tto_chat(usr, \"<span class='notice'>FIREBALL 1</span>: Help Grab Disarm. A blast of flaming emotion. Sets the target on fire. Requires Level 5.\")\n+\tto_chat(usr, \"<span class='notice'>DROPKICK</span>: Disarm Help Help Harm. A flying double foot press. Requires Level 6.\")\n+\tto_chat(usr, \"<span class='notice'>MACHINE GUN FIST</span>: Help Harm Help Harm. Unleash a flurry of punches.. Requires Level 7.\")\n+\tto_chat(usr, \"<span class='notice'>CANNONBALL</span>: Disarm Disarm Grab. Fly in like a cannonball. Requires Level 10.\") //earlier than it is in LISA, but whatever.\n+\tto_chat(usr, \"<span class='notice'>FIREBALL 2</span>: Help Disarm Disarm. A blast of flaming emotion. Sets the target on fire. Requires Level 12.\")\n+\tto_chat(usr, \"<span class='notice'>HEADSLIDE</span>: Grab Disarm Disarm Grab. A sliding head strike at the opponent's knees. Causes tripping. Requires Level 13.\")\n+\tto_chat(usr, \"<span class='notice'>HEADBUTT</span>: Help Harm Grab. A full force slam with your shiny head. Knocks the target out temporarily. Requires Level 15.\")\n+\tto_chat(usr, \"<span class='sciradio'><b>SPELLS<b></span>\")\n+\tto_chat(usr, \"<span class='sciradio'>Horse Stance</span>: Unlocked at Level 8. Recovers health and stamina rapidly.\")\n+\tto_chat(usr, \"<span class='sciradio'>Fireball</span>: Unlocked at Level 30. Shoots out a fireball without the need to combo. Can't be used while stunned or handcuffed.\")\n+\n+//Scroll necessary for learning the martial art\n+\n+/obj/item/armstrong_scroll\n+\tname = \"balding scroll\"\n+\tdesc = \"An ancient looking scroll, bearing a picture of an overweight man wearing a poncho. Has a strong stench of alcohol and drugs.\"\n+\ticon = 'icons/obj/wizard.dmi'\n+\ticon_state =\"scroll2\"\n+\tvar/used = 0\n+\n+/obj/item/armstrong_scroll/attack_self(mob/user)\n+\tif(!ishuman(user))\n+\t\treturn\n+\tif(!used)\n+\t\tvar/mob/living/carbon/human/H = user\n+\t\tvar/datum/martial_art/armstrong/F = new/datum/martial_art/armstrong(null)\n+\t\tF.teach(H)\n+\t\tto_chat(H, \"<span class='boldannounce'>Examining the scroll teaches you Armstrong Style. The paper's texts suddenly vanish, with the paper drenched in booze.</span>\")\n+\t\tused = TRUE\n+\t\tdesc = \"It's completely ruined!\"\n+\t\tname = \"disgusting soggy paper\"\n+\t\ticon_state = \"blankscroll\"\n+\telse\n+\t\tvar/mob/living/carbon/human/H = user\n+\t\tH.visible_message(\"<span class='warning'>[H] stares at the scroll like an idiot!</span>\", \"<span class='userdanger'>You despereately try to decipher the soggy scroll and fail miserably!</span>\")\n+\n+// How to not suck at the aforementioned martial art.\n+\n+/obj/item/paper/armstrong_tutorial\n+\tname = \"paper - 'HOW TO NOT SUCK'\"\n+\tinfo = \"<b>1: </b>Activating throw mode gives you a 75% chance to block any melee attacks coming your way. Use it to not die to stunbatons.<br> \\\n+\t<b>2: </b> Don't spam one attack. Use combos as much as possible to capitalize on both damage and stuns.<br> \\\n+\tTo cycle intents, push F or G. To directly select an intent, press 1, 2, 3, or 4. <br>\\\n+\tSeriously, don't spam attacks. Combos will deal much more damage than mashing random intents.<br> \\\n+\t<b>3:</b>You can't pull people using Ctrl+Click, unless they're dead. We blame the Space Coders for that. Once you start to level up, you won't need to pull people any way.<br> \\\n+\tYou can't use guns either. Guns are for pussies and fishpeople.<br> \\\n+\t<b>5: </b>The first combo you unlock, <b><i>Buster Punches</i></b>, is very easy to pull off and very powerful, especially if you can knock someone into a wall. If you need to practice cycling intents, or just want an easy combo, use it! <br> \\\n+\t<b>6: Go loud</b>. Don't sit on your hands waiting for the perfect target, just go punch people. Get some experience, or else you're woefully underpowered.<br> \\\n+\t<b>7: </b>If you don't use hotkey mode, please use the rest of this paper to write your last will and testament:<br>\"\n+\n+//Level UP and EXP code.\n+\n+/datum/martial_art/armstrong/proc/do_level_up(mob/living/carbon/human/owner)\n+\tswitch(current_level)\n+\t\tif(2)\n+\t\t\tto_chat(owner, \"<span class = 'notice'>You have re-awakened the Buster Punches technique. To use: Help Help Grab</span>\")\n+\t\t\towner.playsound_local(get_turf(owner), 'hippiestation/sound/weapons/armstrong_newcombo.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tif(3)\n+\t\t\tto_chat(owner, \"<span class = 'notice'>You remember the Surprise Attack. To use: Disarm Disarm Harm.</span>\")\n+\t\t\towner.playsound_local(get_turf(owner), 'hippiestation/sound/weapons/armstrong_newcombo.ogg', 50, FALSE, pressure_affected = FALSE)\n+\t\tif(5)\n+\t\t\tto_chat(owner, \"<span class = 'notice'>You remember how to utilize your emotion, and learned Fireball. To use: Help Grab Disarm</span>\")\n+\t\t\tto_chat(owner, \"<span class = 'danger'>You also seem to be growing some facial hair...</span>\")\n+\t\t\tif(is_species(owner, /datum/species/human))\n+\t\t\t\towner.facial_hair_style = \"Broken Man\"","path":"hippiestation/code/datums/martial/armstrong.dm","position":479,"original_position":479,"commit_id":"add5620f7709d3d60d6d783f3c8b130e2fe3e823","original_commit_id":"add5620f7709d3d60d6d783f3c8b130e2fe3e823","user":{"login":"Kawaii-Big-Boss","id":33744849,"avatar_url":"https://avatars2.githubusercontent.com/u/33744849?v=4","gravatar_id":"","url":"https://api.github.com/users/Kawaii-Big-Boss","html_url":"https://github.com/Kawaii-Big-Boss","followers_url":"https://api.github.com/users/Kawaii-Big-Boss/followers","following_url":"https://api.github.com/users/Kawaii-Big-Boss/following{/other_user}","gists_url":"https://api.github.com/users/Kawaii-Big-Boss/gists{/gist_id}","starred_url":"https://api.github.com/users/Kawaii-Big-Boss/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Kawaii-Big-Boss/subscriptions","organizations_url":"https://api.github.com/users/Kawaii-Big-Boss/orgs","repos_url":"https://api.github.com/users/Kawaii-Big-Boss/repos","events_url":"https://api.github.com/users/Kawaii-Big-Boss/events{/privacy}","received_events_url":"https://api.github.com/users/Kawaii-Big-Boss/received_events","type":"User","site_admin":false},"body":"If I recall, women can still have facial hair forced onto them. Will check later.","created_at":"2018-02-19T19:59:16Z","updated_at":"2018-02-19T19:59:16Z","html_url":"https://github.com/HippieStation/HippieStation/pull/6679#discussion_r169161762","pull_request_url":"https://api.github.com/repos/HippieStation/HippieStation/pulls/6679","author_association":"NONE","_links":{"self":{"href":"https://api.github.com/repos/HippieStation/HippieStation/pulls/comments/169161762"},"html":{"href":"https://github.com/HippieStation/HippieStation/pull/6679#discussion_r169161762"},"pull_request":{"href":"https://api.github.com/repos/HippieStation/HippieStation/pulls/6679"}},"in_reply_to_id":169161256},"pull_request":{"url":"https://api.github.com/repos/HippieStation/HippieStation/pulls/6679","id":169782100,"html_url":"https://github.com/HippieStation/HippieStation/pull/6679","diff_url":"https://github.com/HippieStation/HippieStation/pull/6679.diff","patch_url":"https://github.com/HippieStation/HippieStation/pull/6679.patch","issue_url":"https://api.github.com/repos/HippieStation/HippieStation/issues/6679","number":6679,"state":"open","locked":false,"title":"Armstrong Style","user":{"login":"Kawaii-Big-Boss","id":33744849,"avatar_url":"https://avatars2.githubusercontent.com/u/33744849?v=4","gravatar_id":"","url":"https://api.github.com/users/Kawaii-Big-Boss","html_url":"https://github.com/Kawaii-Big-Boss","followers_url":"https://api.github.com/users/Kawaii-Big-Boss/followers","following_url":"https://api.github.com/users/Kawaii-Big-Boss/following{/other_user}","gists_url":"https://api.github.com/users/Kawaii-Big-Boss/gists{/gist_id}","starred_url":"https://api.github.com/users/Kawaii-Big-Boss/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Kawaii-Big-Boss/subscriptions","organizations_url":"https://api.github.com/users/Kawaii-Big-Boss/orgs","repos_url":"https://api.github.com/users/Kawaii-Big-Boss/repos","events_url":"https://api.github.com/users/Kawaii-Big-Boss/events{/privacy}","received_events_url":"https://api.github.com/users/Kawaii-Big-Boss/received_events","type":"User","site_admin":false},"body":"[Changelogs]: # \r\n:cl: KawaiiBigBoss\r\nadd: Adds Armstrong Style, a new traitor scroll for 14 TC!\r\nfix: Martial Arts code can now actually check for help intent.\r\nsoundadd: Added some LISA sound effects\r\n/:cl:\r\n\r\n[why]: [Suggested by ExpensiveAntique](https://hippiestation.com/threads/add-armstrong-style.8241/)\r\n\r\nArmstrong Style is the more \"offensive\" counterpart to Sleeping Carp, starting off rather weak but rapidly leveling up the more you use it - to the point to where you have an unbelievably powerful Martial Arts type on your hands.\r\nIt does have a few weaknesses. While using Armstrong Style, you lose the ability to pull people entirely - as well as being unable to use guns. You must fight wherever the enemy happens to end up.\r\n\r\nSome of the code is taken from the currently test-merged Monk martial art from /tg/station. If this causes merge conflicts, yell at me and I'll see about fixing them.\r\n\r\n**Fixing some modularity, but it's otherwise bug free.**\r\n\r\n## **Changes made in last commit:**\r\nAdded Horse Stance, unlocked at Level 8. Allows you to recover health & stamina at a fast rate, once every two minutes and thirty seconds. An overlay is added to the user so others know that they're using the stance.\r\nAdded a sound for leveling up.\r\nAdded some other sounds.\r\nAdded Cannonball, a combo unlocked at Level 10. Is essentially just an upgraded version of \"Sloppy\", which stops being available at Level 10.\r\n\r\n### Last commit changes\r\nSeveral balance changes. Certain combos have been nerfed to compensate for how early you get them.\r\nYou can no longer beat up dead bodies, instead the default behavior is returned. This is to prevent players from getting EXP by punching a guy they killed 30 minutes ago, and then suddenly charging out into the halls spamming Wizard spells.\r\nCleaned up some unnecessary code, added a couple extra comments.","created_at":"2018-02-17T12:51:12Z","updated_at":"2018-02-19T19:59:16Z","closed_at":null,"merged_at":null,"merge_commit_sha":"496e2925cce4372cf13ea24a5840cc1884faee78","assignee":null,"assignees":[],"requested_reviewers":[],"requested_teams":[],"labels":[{"id":583740830,"url":"https://api.github.com/repos/HippieStation/HippieStation/labels/Feature","name":"Feature","color":"1d76db","default":false},{"id":626170747,"url":"https://api.github.com/repos/HippieStation/HippieStation/labels/Fix","name":"Fix","color":"00bbdd","default":false},{"id":626170165,"url":"https://api.github.com/repos/HippieStation/HippieStation/labels/Ready%20for%20Review","name":"Ready for 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