ok
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@@ -66,7 +66,7 @@
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var/full_parry_duration = data.parry_time_windup + data.parry_time_active + data.parry_time_spindown
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// no system in place to "fallback" if out of the 3 the top priority one can't parry due to constraints but something else can.
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// can always implement it later, whatever.
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if((data.parry_respect_clickdelay && (next_move > world.time)) || ((parry_end_time_last + data.parry_cooldown) > world.time))
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if((data.parry_respect_clickdelay && !CheckActionCooldown()) || ((parry_end_time_last + data.parry_cooldown) > world.time))
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to_chat(src, "<span class='warning'>You are not ready to parry (again)!</span>")
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return
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// Point of no return, make sure everything is set.
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@@ -121,7 +121,7 @@
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Stagger(data.parry_failed_stagger_duration)
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effect_text += "staggering themselves"
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if(data.parry_failed_clickcd_duration)
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changeNext_move(data.parry_failed_clickcd_duration)
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DelayNextAction(data.parry_failed_clickcd_duration)
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effect_text += "throwing themselves off balance"
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handle_parry_ending_effects(data, effect_text)
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parrying = NOT_PARRYING
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