diff --git a/code/modules/mob/living/living_active_parry.dm b/code/modules/mob/living/living_active_parry.dm index 4a9c4e6311..b6706d0548 100644 --- a/code/modules/mob/living/living_active_parry.dm +++ b/code/modules/mob/living/living_active_parry.dm @@ -245,7 +245,7 @@ . |= BLOCK_SUCCESS var/list/effect_text if(efficiency >= data.parry_efficiency_to_counterattack) - run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency) + effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency) if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK) handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text) successful_parries += efficiency @@ -254,9 +254,12 @@ /mob/living/proc/handle_parry_feedback(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, list/effect_text) var/datum/block_parry_data/data = get_parry_data() + var/knockdown_check = FALSE + if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER] && parry_efficiency >= data.parry_efficiency_to_counterattack) + knockdown_check = TRUE if(data.parry_sounds) playsound(src, pick(data.parry_sounds), 75) - visible_message("[src] parries [attack_text][length(effect_text)? ", [english_list(effect_text)] [attacker]" : ""]!") + visible_message("[src] parries [attack_text][length(effect_text)? ", [english_list(effect_text)] [attacker]" : ""][length(effect_text) && knockdown_check? " and" : ""][knockdown_check? " knocking them to the ground" : ""]!") /// Run counterattack if any /mob/living/proc/run_parry_countereffects(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency) @@ -288,15 +291,15 @@ if(data.parry_data[PARRY_DISARM_ATTACKER]) L.drop_all_held_items() effect_text += "disarming" - if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER]) - L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER]) - effect_text += "knocking them to the ground" if(data.parry_data[PARRY_STAGGER_ATTACKER]) L.Stagger(data.parry_data[PARRY_STAGGER_ATTACKER]) effect_text += "staggering" if(data.parry_data[PARRY_DAZE_ATTACKER]) L.Daze(data.parry_data[PARRY_DAZE_ATTACKER]) effect_text += "dazing" + if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER]) + L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER]) + // effect_text += "knocking them to the ground" - snowflaked above return effect_text /// Gets the datum/block_parry_data we're going to use to parry.