adds more support to stuff
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@@ -93,6 +93,8 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/parry_stamina_cost = 5
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/// Attack types we can block
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var/parry_attack_types = ALL
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/// Parry flags
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var/parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
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/// Parry windup duration in deciseconds. 0 to this is windup, afterwards is main stage.
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var/parry_time_windup = 2
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@@ -116,8 +118,16 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/list/parry_data = list(
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PARRY_REFLEX_COUNTERATTACK = PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN
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)
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/// Enable default handling of audio/visual feedback
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var/parry_default_handle_feedback = TRUE
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/// Efficiency must be at least this to be considered successful
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var/parry_efficiency_considered_successful = 0.1
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/// Efficiency must be at least this to run automatic counterattack
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var/parry_efficiency_to_counterattack = 0.1
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/// Maximum attacks to parry successfully or unsuccessfully during active period, hitting this immediately ends the sequence.
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var/parry_max_attacks = INFINITY
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/// Visual icon state override for parrying
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var/parry_effect_icon_state = "parry_bm_hold"
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/// Parrying cooldown, separate of clickdelay. It must be this much deciseconds since their last parry for them to parry with this object.
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var/parry_cooldown = 0
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/// Parry start sound
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var/parry_start_sound = 'sound/block_parry/sfx-parry.ogg'
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/// Sounds for parrying
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