ok bet
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@@ -20,6 +20,8 @@
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#define BLOCK_TARGET_DODGED (1<<7)
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/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
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#define BLOCK_CONTINUE_CHAIN (1<<8)
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/// Attack should change the amount of damage incurred. This means something calling run_block() has to handle it!
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#define BLOCK_CHANGE_DAMAGE (1<<9)
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/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
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#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
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@@ -39,6 +41,12 @@
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#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
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/// Tells the caller about how many hits we can soak on average before our blocking fails.
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#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
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/// Tells the caller we got blocked by active directional block.
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#define BLOCK_RETURN_ACTIVE_BLOCK "active_block"
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/// Tells the caller our damage mitigation for their attack.
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#define BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED "damage_mitigated"
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/// For [BLOCK_CHANGE_DAMAGE]. Set damage to this.
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#define BLOCK_RETURN_SET_DAMAGE_TO "set_damage_to"
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/// Default if the above isn't set in the list.
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#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
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@@ -78,4 +78,6 @@
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#define MOVESPEED_ID_COLD "COLD"
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#define MOVESPEED_ID_HUNGRY "HUNGRY"
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#define MOVESPEED_ID_DAMAGE_SLOWDOWN "DAMAGE"
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#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
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#define MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING "FLYING"
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#define MOVESPEED_ID_ACTIVE_BLOCK "ACTIVE_BLOCK"
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@@ -278,3 +278,7 @@
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#define CLOWNOP_TRAIT "clown-op"
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#define MEGAFAUNA_TRAIT "megafauna"
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#define DEATHSQUAD_TRAIT "deathsquad"
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/// This trait is added by the active directional block system.
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#define ACTIVE_BLOCK_TRAIT "active_block"
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/// This trait is added by the parry system.
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#define ACTIVE_PARRY_TRAIT "active_parry"
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