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

" - // 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 += "
Name/DescriptionValue
" 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 /**