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@@ -101,6 +101,13 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/////////// PARRYING ////////////
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/// Prioriry for [mob/do_run_block()] while we're being used to parry.
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// None - Parry is always highest priority!
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/// Parry doesn't work if you aren't able to otherwise attack due to clickdelay
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var/parry_respect_clickdelay
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#warn implement
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/// Parry stamina cost
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var/parry_stamina_cost = 5
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#warn implement
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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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@@ -128,6 +135,12 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/parry_default_handle_feedback = TRUE
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/// Sounds for parrying
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var/list/parry_sounds = list('sound/block_parry/block_metal1.ogg' = 1, 'sound/block_parry/block_metal1.ogg' = 1)
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/// Stagger duration post-parry if you fail to parry an attack
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var/parry_failed_stagger_duration = 3.5 SECONDS
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#warn implement
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/// Clickdelay duration post-parry if you fail to parry an attack
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var/parry_failed_clickcd_duration = 2 SECONDS
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#warn implement
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/**
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* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.
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@@ -236,7 +249,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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var/list/effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
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if(data.parry_default_handle_feedback)
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handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text)
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successful_parries |= efficiency
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successful_parries += efficiency
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/mob/living/proc/handle_parry_feedback(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, list/effect_text)
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var/datum/block_parry_data/data = get_parry_data()
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