effect text
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@@ -119,17 +119,17 @@
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/**
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* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
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*/
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/obj/item/proc/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)
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/obj/item/proc/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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/**
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* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
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*/
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/mob/living/proc/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)
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/mob/living/proc/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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/**
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* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
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*/
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/datum/martial_art/proc/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)
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/datum/martial_art/proc/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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/**
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* Gets the stage of our parry sequence we're currently in.
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@@ -231,19 +231,22 @@
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if(PARRY_COUNTERATTACK_PROC)
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switch(parrying)
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if(ITEM_PARRY)
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active_parry_item.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency)
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active_parry_item.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_list)
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if(UNARMED_PARRY)
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active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency)
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active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_list)
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if(MARTIAL_PARRY)
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mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency)
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if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN)
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mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_list)
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if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN && Adjacent(attacker)) // adjacent is probably a shit check but whatever.
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switch(parrying)
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if(ITEM_PARRY)
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active_parry_item.melee_attack_chain(src, attacker, null)
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effect_text += "reflexively counterattacking with [active_parry_item]"
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if(UNARMED_PARRY)
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UnarmedAttack(attacker)
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effect_text += "reflexively counterattacking in the process"
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if(MARTIAL_PARRY)
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UnarmedAttack(attacker)
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effect_text += "reflexively maneuvering to retaliate"
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if(data.parry_data[PARRY_DISARM_ATTACKER])
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L.drop_all_held_items()
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effect_text += "disarming"
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