effect text

This commit is contained in:
kevinz000
2020-05-29 18:57:03 -07:00
parent 809de27ffe
commit 8630c1481a
+10 -7
View File
@@ -119,17 +119,17 @@
/**
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
*/
/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)
/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)
/**
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
*/
/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)
/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)
/**
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
*/
/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)
/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)
/**
* Gets the stage of our parry sequence we're currently in.
@@ -231,19 +231,22 @@
if(PARRY_COUNTERATTACK_PROC)
switch(parrying)
if(ITEM_PARRY)
active_parry_item.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency)
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)
if(UNARMED_PARRY)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_list)
if(MARTIAL_PARRY)
mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency)
if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN)
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)
if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN && Adjacent(attacker)) // adjacent is probably a shit check but whatever.
switch(parrying)
if(ITEM_PARRY)
active_parry_item.melee_attack_chain(src, attacker, null)
effect_text += "reflexively counterattacking with [active_parry_item]"
if(UNARMED_PARRY)
UnarmedAttack(attacker)
effect_text += "reflexively counterattacking in the process"
if(MARTIAL_PARRY)
UnarmedAttack(attacker)
effect_text += "reflexively maneuvering to retaliate"
if(data.parry_data[PARRY_DISARM_ATTACKER])
L.drop_all_held_items()
effect_text += "disarming"