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https://github.com/ParadiseSS13/Paradise.git
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fixes block uptime being 33% instead of 50% (#25917)
* matt I'm shooting you (not really but) * also these ones * fixes cqc
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@@ -73,7 +73,7 @@
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/datum/component/parry/proc/start_parry(mob/living/L)
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SIGNAL_HANDLER
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var/time_since_parry = world.time - time_parried
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if(time_since_parry < parry_cooldown + parry_time_out_time) // stops spam
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if(time_since_parry < parry_cooldown) // stops spam
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return
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time_parried = world.time
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@@ -567,7 +567,7 @@
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/obj/item/cult_spear/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.4, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (2 / 3) SECONDS ) // 0.666667 seconds for 60% uptime.
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.4, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (5 / 3) SECONDS ) // 0.666667 seconds for 60% uptime.
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AddComponent(/datum/component/two_handed, force_wielded = 24, force_unwielded = force, icon_wielded = "[base_icon_state]1")
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/obj/item/cult_spear/Destroy()
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@@ -66,7 +66,7 @@
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table_smacks_left = 10 //Much more smackitude
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/obj/item/slapper/parry/Initialize(mapload)
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS, _parry_cooldown = (1 / 3) SECONDS) //75% uptime
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS, _parry_cooldown = (4 / 3) SECONDS) //75% uptime
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return ..()
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/obj/item/slapper/parry/attack(mob/M, mob/living/carbon/human/user)
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@@ -503,7 +503,7 @@
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/obj/item/nullrod/claymore/bostaff/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.4, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (2 / 3) SECONDS ) // will remove the other component, 0.666667 seconds for 60% uptime.
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.4, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (5 / 3) SECONDS ) // will remove the other component, 0.666667 seconds for 60% uptime.
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/obj/item/nullrod/tribal_knife
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name = "arrhythmic knife"
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@@ -66,7 +66,7 @@
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resistance_flags = FLAMMABLE
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/obj/item/shield/riot/buckler/add_parry_component()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (7 / 3) SECONDS) // 2.3333 seconds of cooldown for 30% uptime
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (10 / 3) SECONDS) // 2.3333 seconds of cooldown for 30% uptime
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/obj/item/shield/energy
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@@ -134,7 +134,7 @@
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. = ..()
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if(!blade_color)
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blade_color = pick("red", "blue", "green", "purple")
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.25, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (1 / 3) SECONDS) // 0.3333 seconds of cooldown for 75% uptime
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.25, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (4 / 3) SECONDS) // 0.3333 seconds of cooldown for 75% uptime
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AddComponent(/datum/component/two_handed, force_wielded = force_wielded, force_unwielded = force_unwielded, wieldsound = wieldsound, unwieldsound = unwieldsound, wield_callback = CALLBACK(src, PROC_REF(on_wield)), unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), only_sharp_when_wielded = TRUE)
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/obj/item/dualsaber/update_icon_state()
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@@ -36,7 +36,7 @@
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/obj/item/kinetic_crusher/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = MELEE_ATTACK, _parry_cooldown = (7 / 3) SECONDS ) // 2.3333 seconds of cooldown for 30% uptime
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = MELEE_ATTACK, _parry_cooldown = (10 / 3) SECONDS ) // 2.3333 seconds of cooldown for 30% uptime
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AddComponent(/datum/component/two_handed, force_wielded = force_wielded, force_unwielded = force)
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/obj/item/kinetic_crusher/Destroy()
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@@ -742,7 +742,7 @@
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force = initial(force)
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/obj/item/shield/v1_arm/add_parry_component()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.35, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (1 / 3) SECONDS, _no_parry_sound = TRUE) // 0.3333 seconds of cooldown for 75% uptime, countered by ions and plasma pistols
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.35, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (4 / 3) SECONDS, _no_parry_sound = TRUE) // 0.3333 seconds of cooldown for 75% uptime, countered by ions and plasma pistols
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/obj/item/shield/v1_arm/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(disabled)
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