Some balance alterations to make pugilism actually worth a damn, lets you craft armwraps (magic ones too if you want to go to the effort), and also buffs some stamina damage on various martial arts
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+17
-12
@@ -168,24 +168,29 @@
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return FALSE
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add_to_streak("D",D)
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var/obj/item/I = null
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var/damage = (damage_roll(A,D)*0.5)
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var/damage = damage_roll(A,D)
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var/stunthreshold = A.dna.species.punchstunthreshold
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if(check_streak(A,D))
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return TRUE
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if(prob(65))
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if(CHECK_MOBILITY(D, MOBILITY_MOVE) || !restraining)
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if(CHECK_MOBILITY(D, MOBILITY_MOVE) || !restraining)
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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if(damage >= stunthreshold)
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I = D.get_active_held_item()
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D.visible_message("<span class='warning'>[A] strikes [D]'s jaw with their hand!</span>", \
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"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
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"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
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playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
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if(I && D.temporarilyRemoveItemFromInventory(I))
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A.put_in_hands(I)
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D.drop_all_held_items()
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D.Jitter(2)
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D.apply_damage(damage, BRUTE)
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else
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D.visible_message("<span class='danger'>[A] attempted to disarm [D]!</span>", \
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"<span class='userdanger'>[A] attempted to disarm [D]!</span>")
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playsound(D, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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log_combat(A, D, "disarmed (CQC)", "[I ? " grabbing \the [I]" : ""]")
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D.Dizzy(damage)
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D.apply_damage(damage*2 + 20, STAMINA)
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D.apply_damage(damage*0.5, BRUTE)
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else
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D.visible_message("<span class='danger'>[A] strikes [D] in the chest!</span>", \
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"<span class='userdanger'>[A] strikes in chest!</span>")
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playsound(D, 'sound/weapons/cqchit1.ogg', 25, 1, -1)
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D.apply_damage(damage + 15, STAMINA)
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D.apply_damage(damage*0.5, BRUTE)
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log_combat(A, D, "disarmed (CQC)", "[I ? " grabbing \the [I]" : ""]")
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if(restraining && A.pulling == D)
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log_combat(A, D, "knocked out (Chokehold)(CQC)")
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D.visible_message("<span class='danger'>[A] puts [D] into a chokehold!</span>", \
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