This commit is contained in:
kevinz000
2020-05-30 20:11:18 -07:00
parent 9d4d6e6b6f
commit e5c32c1746
5 changed files with 128 additions and 61 deletions
+32 -34
View File
@@ -247,40 +247,38 @@
var/mob/living/L = attacker
var/datum/block_parry_data/data = get_parry_data()
var/list/effect_text = list()
if(data.parry_data[PARRY_REFLEX_COUNTERATTACK])
switch(data.parry_data[PARRY_REFLEX_COUNTERATTACK])
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, effect_text)
if(UNARMED_PARRY)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
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, effect_text)
if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN) // adjacent is probably a shit check but whatever.
if(Adjacent(attacker))
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"
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"
// Always proc so items can override behavior easily
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, effect_text)
if(UNARMED_PARRY)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
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, effect_text)
if(Adjacent(attacker) || data.parry_data[PARRY_COUNTERATTACK_IGNORE_ADJACENCY])
if(data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
switch(parrying)
if(ITEM_PARRY)
active_parry_item.melee_attack_chain(src, attacker, null, ATTACKCHAIN_PARRY_COUNTERATTACK, data.parry_data[PARRY_COUNTERATTACK_DAMAGE_MULTIPLIER])
effect_text += "reflexively counterattacking with [active_parry_item]"
if(UNARMED_PARRY) // WARNING: If you are using these two, the attackchain parry counterattack flags and damage multipliers are unimplemented. Be careful with how you handle this.
UnarmedAttack(attacker)
effect_text += "reflexively counterattacking in the process"
if(MARTIAL_PARRY) // Not well implemeneted, recommend custom implementation using the martial art datums.
UnarmedAttack(attacker)
effect_text += "reflexively maneuvering to retaliate"
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"
return effect_text
/// Gets the datum/block_parry_data we're going to use to parry.