diff --git a/code/modules/mob/living/living_blocking_parrying.dm b/code/modules/mob/living/living_blocking_parrying.dm
index a50a6f5fd5..d21e0e237c 100644
--- a/code/modules/mob/living/living_blocking_parrying.dm
+++ b/code/modules/mob/living/living_blocking_parrying.dm
@@ -167,14 +167,13 @@ GLOBAL_LIST_EMPTY(block_parry_data)
/**
* Generates a HTML render of this datum for self-documentation
- * Maybe make this tgui-next someday haha
+ * Maybe make this tgui-next someday haha god this is ugly as sin.
* Does NOT include the popout or title or anything. Just the variables and explanations..
*/
/datum/block_parry_data/proc/render_html_readout(block_data = FALSE, parry_data = FALSE)
var/list/dat = list()
if(block_data)
dat += "
Block Stats
| Name/Description | Value |
"
- // can_block_directions
RENDER_BLOCK_DIRECTIONS(can_block_directions, "Which directions this can block in.")
RENDER_ATTACK_TYPES(can_block_attack_types, "The kinds of attacks this can block.")
RENDER_VARIABLE_SIMPLE(block_slowdown, "How much slowdown is applied to the user while blocking. Lower is better.")
@@ -219,7 +218,13 @@ GLOBAL_LIST_EMPTY(block_parry_data)
RENDER_VARIABLE_SIMPLE(parry_efficiency_perfect, "Efficiency in percentage a parry in the perfect window is considered.")
// parry_data
dat += ""
-
+ RENDER_VARIABLE_SIMPLE(parry_efficiency_considered_successful, "Minimum parry efficiency to be considered a successful parry.")
+ RENDER_VARIABLE_SIMPLE(parry_efficiency_to_counterattack, "Minimum parry efficiency to trigger counterattack effects.")
+ RENDER_VARIABLE_SIMPLE(parry_max_attacks, "Max attacks parried per parry cycle.")
+ RENDER_VARIABLE_SIMPLE(parry_effect_icon_state, "Parry effect image name")
+ RENDER_VARIABLE_SIMPLE(parry_cooldown, "Deciseconds it has to be since the last time a parry sequence ended for you before you can parry again.")
+ RENDER_VARIABLE_SIMPLE(parry_failed_stagger_duration, "Deciseconds you are staggered for at the of the parry sequence if you do not successfully parry anything.")
+ RENDER_VARIABLE_SIMPLE(parry_failed_clickcd_duration, "Deciseconds you are put on attack cooldown at the end of the parry sequence if you do not successfully parry anything.")
dat += "
"
return dat.Join("")
#undef RENDER_VARIABLE_SIMPLE
@@ -227,25 +232,6 @@ GLOBAL_LIST_EMPTY(block_parry_data)
#undef RENDER_ATTACK_TYPES
#undef RENDER_BLOCK_DIRECTIONS
- var/parry_efficiency_considered_successful = 0.1
- /// Efficiency must be at least this to run automatic counterattack
- var/parry_efficiency_to_counterattack = 0.1
- /// Maximum attacks to parry successfully or unsuccessfully (but not efficiency < 0) during active period, hitting this immediately ends the sequence.
- var/parry_max_attacks = INFINITY
- /// Visual icon state override for parrying
- var/parry_effect_icon_state = "parry_bm_hold"
- /// Parrying cooldown, separate of clickdelay. It must be this much deciseconds since their last parry for them to parry with this object.
- var/parry_cooldown = 0
- /// Parry start sound
- var/parry_start_sound = 'sound/block_parry/sfx-parry.ogg'
- /// Sounds for parrying
- var/list/parry_sounds = list('sound/block_parry/block_metal1.ogg' = 1, 'sound/block_parry/block_metal1.ogg' = 1)
- /// Stagger duration post-parry if you fail to parry an attack
- var/parry_failed_stagger_duration = 3.5 SECONDS
- /// Clickdelay duration post-parry if you fail to parry an attack
- var/parry_failed_clickcd_duration = 2 SECONDS
-
-
// MOB PROCS
/**