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Martial arts tweaks and fixes #5114
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i dunno about giving acarp stamina damage on keelhaul, i know it was intended to do so but it will make it practically nigh unstoppable with how fast itll be able to stamcrit and sleep people if you know how to press right click three times |
F-e-r-n
approved these changes
Jan 27, 2025
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This was referenced Jan 27, 2025
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awaiting admin review
PR is fine code-wise, just needs admin approval now.
Balance
perfectly balanced as all things should be
Fix
fix da bug
QoL
improves quality of life
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About The Pull Request
This makes a few changes/tweaks to martial arts stuff, alongside fixing a few bugs. I feel like it's explained particularly well enough in the changelog, so I won't repeat the same thing.
Why It's Good For The Game
I feel like these changes just kinda make martial arts stuff more smooth overall, and a bugfix or so in the process is a nice bonus.
Changelog
🆑
fix: Awakened Dragon's attacks now do the intended amount of damage.
fix: Awakened Dragon and Tunnel Arts now have fully consistent counter/dodge effects with the blood cult stun hand.
fix: When a touch attack gets dodged by a martial arts user, the attacker will properly have their click cooldown set.
balance: Sleeping Carp, Awakened Dragon, and Tunnel Arts will now dodge/counter touch attacks regardless of combat mode if they're considered a "dangerous" attack (pretty much everything except genetics shock touch)
balance: Tunnel Arts' illusionary warriors now move at the same speed as normal humans, rather than the typical slower rate than most simplemobs do.
qol: Categorized many martial arts-related chat messages as being combat-related in chat tabs.
/:cl: