the one where i make it work
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@@ -1359,7 +1359,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
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var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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var/woundbonus = user.dna.species.woundbonus
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var/punchwoundbonus = user.dna.species.punchwoundbonus
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var/puncherstam = user.getStaminaLoss()
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var/puncherbrute = user.getBruteLoss()
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var/punchedstam = target.getStaminaLoss()
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@@ -1375,6 +1375,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//END OF CITADEL CHANGES
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var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
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if(HAS_TRAIT(user, TRAIT_PUGILIST))
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affecting = target.get_bodypart(check_zone(user.zone_selected)) // if you're going the based unarmed route you won't miss
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var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
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if(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)
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@@ -1412,7 +1414,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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target.dismembering_strike(user, affecting.body_zone)
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if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
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target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = woundbonus)
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target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
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target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
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log_combat(user, target, "kicked")
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else//other attacks deal full raw damage + 2x in stamina damage
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