anchor.diff:  	log_combat(A, D, "launchkicked (Sleeping Carp)")
   	return
   
  +///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)
  
positive.code: 		return TRUE
  	return FALSE
  
  /datum/martial_art/the_sleeping_carp/proc/strongPunch(mob/living/carbon/human/A, mob/living/carbon/human/D)
  	var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))///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
  	A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
  	var/atk_verb = pick("kick", "chop", "hit", "slam")
  	var/crit_damage = 0///this is the critical hit damage added to the attack if it rolls, it starts at 0 because it'll be changed when rolled
  	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>")
  
negative.code: 	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"
  