modifications
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@@ -108,7 +108,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Priority for [mob/do_run_block()] while we're being used to parry.
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// None - Parry is always highest priority!
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/// Parry doesn't work if you aren't able to otherwise attack due to clickdelay
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var/parry_respect_clickdelay = TRUE
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var/parry_respect_clickdelay = FALSE
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/// Parry stamina cost
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var/parry_stamina_cost = 5
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/// Attack types we can block
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@@ -164,7 +164,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Stagger duration post-parry if you fail to parry an attack
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var/parry_failed_stagger_duration = 3.5 SECONDS
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/// Clickdelay duration post-parry if you fail to parry an attack
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var/parry_failed_clickcd_duration = 2 SECONDS
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var/parry_failed_clickcd_duration = 0 SECONDS
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/// Parry cooldown post-parry if failed. This is ADDED to parry_cooldown!!!
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var/parry_failed_cooldown_duration = 0 SECONDS
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@@ -199,7 +199,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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// Clickdelay/cooldown settings not included, as well as whether or not to lock attack/sprinting/etc. They will be pulled from the above.
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/// ADVANCED - Autoparry requirement for time since last moused over for a specific object
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var/autoparry_mouse_delay_maximum = 0.5
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var/autoparry_mouse_delay_maximum = 0.5 SECONDS
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/**
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* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.
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