parrying works
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@@ -231,22 +231,23 @@
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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, effect_list)
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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_text)
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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, effect_list)
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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_text)
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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, 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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mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
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if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN) // adjacent is probably a shit check but whatever.
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if(Adjacent(attacker))
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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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