modifications
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@@ -71,7 +71,6 @@
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parry_imperfect_falloff_percent = 10
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parry_efficiency_considered_successful = 25 // VERY generous
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parry_failed_stagger_duration = 3 SECONDS
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parry_failed_clickcd_duration = CLICK_CD_MELEE
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/obj/item/dualsaber/directional_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
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if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
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@@ -374,7 +373,6 @@
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TEXT_ATTACK_TYPE_PROJECTILE = 30,
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)
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parry_failed_stagger_duration = 3 SECONDS
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parry_failed_clickcd_duration = 2 SECONDS
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/obj/item/dualsaber/hypereutactic/chaplain/ComponentInitialize()
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. = ..()
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@@ -62,7 +62,6 @@
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)
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// not extremely punishing to fail, but no spamming the parry.
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parry_failed_stagger_duration = 1.5 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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/obj/item/electrostaff/Initialize(mapload)
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. = ..()
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@@ -126,6 +126,9 @@
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parry_efficiency_perfect = 100
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parry_failed_stagger_duration = 4 SECONDS
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parry_cooldown = 0.5 SECONDS
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parry_automatic_enabled = TRUE
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autoparry_single_efficiency = 65
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autoparry_cooldown_absolute = 3 SECONDS
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/obj/item/melee/transforming/energy/sword/Initialize(mapload)
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. = ..()
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@@ -194,7 +194,6 @@
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parry_efficiency_perfect = 100
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parry_stamina_cost = 5
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parry_failed_stagger_duration = 2 SECONDS
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parry_failed_clickcd_duration = CLICK_CD_RANGE
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parry_cooldown = 0
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/obj/item/melee/rapier/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
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@@ -34,6 +34,10 @@
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block_damage_absorption = 5
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block_resting_stamina_penalty_multiplier = 2
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block_projectile_mitigation = 75
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block_damage_absorption_override = list(
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TEXT_ATTACK_TYPE_TACKLE = INFINITY,
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TEXT_ATTACK_TYPE_THROWN = 10
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)
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/obj/item/shield/examine(mob/user)
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. = ..()
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@@ -374,11 +378,10 @@
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/obj/item/shield/riot/flash/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if (. && !embedded_flash.crit_fail)
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if (. && damage && !embedded_flash.crit_fail)
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embedded_flash.activate()
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update_icon()
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/obj/item/shield/riot/flash/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/assembly/flash/handheld))
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var/obj/item/assembly/flash/handheld/flash = W
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@@ -364,7 +364,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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parry_time_perfect = 2.5 // however...
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parry_time_perfect_leeway = 2 // the entire time, the parry is perfect
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parry_failed_stagger_duration = 1 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS // more forgiving punishments for missed parries
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// still, don't fucking miss your parries or you're down stamina and staggered to shit
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/datum/block_parry_data/bokken/quick_parry/proj
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@@ -481,7 +480,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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parry_time_perfect = 1
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parry_time_perfect_leeway = 1
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parry_failed_stagger_duration = 1 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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/datum/block_parry_data/bokken/waki/quick_parry/proj
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parry_efficiency_perfect_override = list()
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