Cyberbrawlening 2: Electric Boogaloo: Strongarm implants now ACTUALLY improve arm strength (#93442)

## About The Pull Request

Strongarm implants now directly improve your arm's unarmed stats,
improving the upper damage (+2), accuracy (+10) and stamina damage
inflicted while a grabbed target fails to escape a grab (+10).

As a result, strongarm implants do not tack on an extra +5 to the damage
inflicted by its super slam attack. However, this attack now uses
similar math to your standard punches; improved by athletics and the
Strength mutation, [as explained in this
PR](https://github.com/tgstation/tgstation/pull/93125).

Strongarms do not get their damage bonus against Beast mob biotypes, but
retain Mining and Special biotype effectiveness.

Strongarms do not go on cooldown, nor consider the cooldown for the
super slam except when punching human targets. When not punching a human
target, strongarms will always use the super slam.

Adds support for limbs to alter grab states, grab escape chances and
grab punishment damage. This is only actually able to be used by arms as
of the moment. (Maybe one day we'll get tail constrictions if someone is
insane enough to add lamia-like creatures/limbs or something)

## Why It's Good For The Game

The strongarms worked like a pseudo-punch and this often threw players
for a loop as to what they actually do. Many people assumed they
improved the actual power of the arm itself, rather than just being a
vehicle for a special attack.

This basically affirms player assumptions about the implant. Yes, it
does improve the arm strength. Yes, most of the generic improvements to
unarmed attacks improve this one's special attack. They're now closer in
functionality.

This is also my less than thrilling workaround for enabling the borg
punching that [lucy has been
craving](https://github.com/Monkestation/Monkestation2.0/pull/6748) :U

## Changelog
🆑
balance: The strongarm implants now directly improves the unarmed power
of the arm it is implanted into.
balance: The strongarm implant's super slam now uses similar
calculations to normal unarmed attacks, including improvements from
mutations and athletics.
balance: The strongarm always uses the super slam against nonhuman
opponents. It will only go on cooldown, and care about that cooldown,
when used against humans.
/🆑
This commit is contained in:
necromanceranne
2025-10-21 14:25:53 +13:00
committed by GitHub
parent f13e1564b9
commit cbbcd71d78
3 changed files with 90 additions and 41 deletions
+3 -1
View File
@@ -1190,7 +1190,9 @@
var/mob/living/carbon/human/human_puller = pulledby
var/obj/item/bodypart/grabbing_bodypart = human_puller.get_active_hand()
if(grabbing_bodypart)
damage_on_resist_fail += rand(grabbing_bodypart.unarmed_damage_low, grabbing_bodypart.unarmed_damage_high)
damage_on_resist_fail += (rand(grabbing_bodypart.unarmed_damage_low, grabbing_bodypart.unarmed_damage_high)) + grabbing_bodypart.unarmed_grab_damage_bonus
effective_grab_state += grabbing_bodypart.unarmed_grab_state_bonus
escape_chance += grabbing_bodypart.unarmed_grab_escape_chance_bonus
//If our puller is a drunken brawler, they add more damage based on their own damage taken so long as they're drunk and treat the grab state as one higher
var/puller_drunkenness = human_puller.get_drunk_amount()