Changes the vast majority of punching to be more changable with gear, martial arts now utilize species punch values for damage.
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@@ -17,15 +17,14 @@
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var/atk_verb = pick("left hook","right hook","straight punch")
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var/damage = rand(10, 13)
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var/extra_damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
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if(extra_damage == A.dna.species.punchdamagelow)
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var/extra_damage = rand(10, 13)
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if(damage_base == A.dna.species.punchdamagelow)
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playsound(D.loc, A.dna.species.miss_sound, 25, 1, -1)
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D.visible_message("<span class='warning'>[A] has attempted to [atk_verb] [D]!</span>", \
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"<span class='userdanger'>[A] has attempted to [atk_verb] [D]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(A, D, "attempted to hit", atk_verb)
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return TRUE
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damage += extra_damage
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damage_base += extra_damage
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, "melee")
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@@ -35,7 +34,7 @@
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D.visible_message("<span class='danger'>[A] has [atk_verb]ed [D]!</span>", \
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"<span class='userdanger'>[A] has [atk_verb]ed [D]!</span>", null, COMBAT_MESSAGE_RANGE)
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D.apply_damage(damage, STAMINA, affecting, armor_block)
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D.apply_damage(damage_base, STAMINA, affecting, armor_block)
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log_combat(A, D, "punched (boxing) ")
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if(D.getStaminaLoss() > 100 && istype(D.mind?.martial_art, /datum/martial_art/boxing))
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var/knockout_prob = (D.getStaminaLoss() + rand(-15,15))*0.75
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