Tweaks disarms and disarm pushes (#7624)
The chance for a successful left-click disarm has increased to 45% on targets you're pulling Disarm pushing has been slightly reworked. The random chance for disarm push rolls is now determined by how much staminaloss the target has. Pushing someone who is out of combat mode while you're in combat mode is a guaranteed knockdown. Pushing now deals light stamina loss to the target so long as both you and your target are standing, not enough to robust someone without tiring yourself out in the process, but enough for a tide to get someone knocked down. Disarm push attempts are now logged
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@@ -1432,9 +1432,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(!target.combatmode) // CITADEL CHANGE
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randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed
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if(user.resting) //CITADEL CHANGE
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randn += 60 //CITADEL CHANGE - No kosher disarming if you're resting
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randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting
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if(!user.combatmode) //CITADEL CHANGE
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randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
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if(user.pulling == target)
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randn += -20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
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if(randn <= 35)//CIT CHANGE - changes this back to a 35% chance to accomodate for the above being commented out in favor of right-click pushing
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var/obj/item/I = null
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