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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. /🆑
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@@ -1190,7 +1190,9 @@
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var/mob/living/carbon/human/human_puller = pulledby
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var/obj/item/bodypart/grabbing_bodypart = human_puller.get_active_hand()
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if(grabbing_bodypart)
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damage_on_resist_fail += rand(grabbing_bodypart.unarmed_damage_low, grabbing_bodypart.unarmed_damage_high)
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damage_on_resist_fail += (rand(grabbing_bodypart.unarmed_damage_low, grabbing_bodypart.unarmed_damage_high)) + grabbing_bodypart.unarmed_grab_damage_bonus
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effective_grab_state += grabbing_bodypart.unarmed_grab_state_bonus
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escape_chance += grabbing_bodypart.unarmed_grab_escape_chance_bonus
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//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
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var/puller_drunkenness = human_puller.get_drunk_amount()
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