refactor
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@@ -162,7 +162,6 @@
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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force = 15
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throwforce = 25
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block_chance = 50
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armour_penetration = 200 //Apparently this gives it the ability to pierce block
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flags_1 = CONDUCT_1
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obj_flags = UNIQUE_RENAME
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@@ -312,7 +312,7 @@
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block_damage_absorption = 5
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block_damage_multiplier = 0.3
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block_start_delay = 0 // instantaneous block
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block_stamina_cost_per_second = 6
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block_stamina_cost_per_second = 3
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block_stamina_efficiency = 2
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// slowdown
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block_slowdown = 1
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@@ -335,7 +335,6 @@
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parry_efficiency_perfect = 90
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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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parry_cooldown = 2 SECONDS
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// more efficient vs projectiles
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block_stamina_efficiency_override = list(
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@@ -1079,7 +1078,6 @@
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total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
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var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
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var/on = FALSE
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var/can_block_projectiles = FALSE //can't block guns
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var/lethal_cost = 400 //10000/400*20 = 500. decent enough?
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var/lethal_damage = 20
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var/lethal_stam_cost = 4
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@@ -1099,24 +1097,24 @@
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TEXT_ATTACK_TYPE_UNARMED = 0.3
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)
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block_start_delay = 0.5 // near instantaneous block
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block_stamina_cost_per_second = 6
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block_stamina_cost_per_second = 3
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block_stamina_efficiency = 2 // haha this is a horrible idea
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// more slowdown that deswords because security
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block_slowdown = 2
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// no attacking while blocking
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block_lock_attacking = TRUE
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parry_time_windup = 1.5
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parry_time_windup = 1
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parry_time_active = 5
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parry_time_spindown = 0
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parry_time_spindown_visual_override = 1
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parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
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parry_time_perfect = 0
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parry_time_perfect_leeway = 1.5
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parry_time_perfect_leeway = 0.5
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parry_efficiency_perfect = 100
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parry_imperfect_falloff_percent = 15
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parry_imperfect_falloff_percent = 1
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parry_imperfect_falloff_percent_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 35 // really crappy vs projectiles
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TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
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)
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parry_time_perfect_leeway_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
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