the damage_roll proc needs to always be before check_streak
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@@ -129,19 +129,19 @@
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return TRUE
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/datum/martial_art/krav_maga/grab_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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damage_roll(A,D)
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if(check_streak(A,D))
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return TRUE
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log_combat(A, D, "grabbed (Krav Maga)")
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damage_roll(A,D)
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..()
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/datum/martial_art/krav_maga/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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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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damage_roll(A,D)
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if(check_streak(A,D))
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return TRUE
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log_combat(A, D, "punched")
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damage_roll(A,D)
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var/picked_hit_type = pick("punches", "kicks")
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var/bonus_damage = 0
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if(CHECK_MOBILITY(D, MOBILITY_STAND))
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@@ -160,11 +160,11 @@
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return TRUE
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/datum/martial_art/krav_maga/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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damage_roll(A,D)
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if(check_streak(A,D))
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return TRUE
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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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damage_roll(A,D)
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if(D.mobility_flags & MOBILITY_STAND)
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D.visible_message("<span class='danger'>[A] reprimands [D]!</span>", \
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"<span class='userdanger'>You're slapped by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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@@ -309,11 +309,11 @@
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switch(rand(1,3))
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if (2)
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D.adjustBruteLoss(rand(20,30))
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D.apply_damage(damage_base + 25, BRUTE)
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if (3)
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D.ex_act(EXPLODE_LIGHT)
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else
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D.adjustBruteLoss(rand(10,20))
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D.apply_damage(damage_base + 15, BRUTE)
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else
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D.ex_act(EXPLODE_LIGHT)
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@@ -345,7 +345,7 @@
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addtimer(CALLBACK(src, .proc/CheckStrikeTurf, A, T), 4)
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A.visible_message("<span class = 'danger'><b>[A] headbutts [D]!</b></span>")
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D.adjustBruteLoss(rand(10,20))
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D.apply_damage(damage_base + 15, BRUTE)
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playsound(A.loc, "swing_hit", 50, 1)
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D.Unconscious(20)
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log_combat(A, D, "headbutted")
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@@ -359,7 +359,7 @@
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A.visible_message("<span class = 'danger'><B>[A] roundhouse-kicks [D]!</B></span>")
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playsound(A.loc, "swing_hit", 50, 1)
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D.adjustBruteLoss(rand(10,20))
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D.apply_damage(damage_base + 15, STAMINA)
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var/turf/T = get_edge_target_turf(A, get_dir(A, get_step_away(D, A)))
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if (T && isturf(T))
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@@ -401,7 +401,7 @@
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A.pixel_y = 0
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if (falling == 1)
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A.visible_message("<span class = 'danger'><B>...and dives head-first into the ground, ouch!</b></span>")
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A.adjustBruteLoss(rand(10,20))
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A.apply_damage(damage_base + 15, BRUTE)
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A.DefaultCombatKnockdown(60)
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to_chat(A, "[D] is too far away!")
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return FALSE
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@@ -427,9 +427,9 @@
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if (prob(33) || D.stat)
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D.ex_act(EXPLODE_LIGHT)
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else
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D.adjustBruteLoss(rand(20,30))
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D.apply_damage(damage_base + 25, BRUTE)
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else
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D.adjustBruteLoss(rand(20,30))
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D.apply_damage(damage_base + 25, BRUTE)
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D.DefaultCombatKnockdown(40)
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