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- options:
- skill-damage-bonus: 0.1 # Scale of damage bonus by skill level
- crit-damage: 1.5 # Critical damage percentage
- crit-chance-base: 0.05 # Critical chance base is 1/20
- crit-chance-scale: 0.002 # Scale critical chance with skill up to an additional 4/20
- sneak-damage: 1.25 # Sneak attack damage
- on damage:
- # Get weapon damage--------
- # Get skill used
- # Increase damage based on skill level
- if {_skill} != "":
- set {_damageBonus} to getSkillLevel({_attackerUID}, {_skill}) * {@skill-damage-bonus}
- add {_damageBonus} to {_damage}
- # Perform sneak attacks
- if {_attacker} is sneaking: # TODO: Check if attacker is 'hidden' from the target to make less OP
- if {_victim}'s target is not {_attacker}:
- set {_damage} to {_damage} * {@sneak-damage}
- message "&c** Sneak attack! **" to {_attacker}
- # Perform critical hits
- set {_critChance} to {@crit-chance-base}
- if {_skill} != "":
- add getSkillLevel({_attackerUID}, {_skill}) * {@crit-chance-scale} to {_critChance}
- chance of {_critChance}%:
- set {_damage} to {_damage} * {@crit-damage}
- message "&c** Critical hit! **" to {_attacker}
- # Perform charged attacks
- if {attackCharge.%{_attackerUID}%} > 0.834:
- set {_chargedAttack} to nbtItemGetString("eCharged")
- if {_chargedAttack} = "Hurl":
- # hurl enemy
- else if {_chargedAttack} = "Pierce":
- # deal damage that ignores armor
- else if {_chargedAttack} = "Bleed":
- # cause bleed
- else if {_chargedAttack} = "Dent":
- # bonus damage to armor/shield
- else if {_chargedAttack} = "Taunt":
- else if {_chargedAttack} = "":
- else if {_chargedAttack} = "":
- else if {_chargedAttack} = "":
- event.setDamage({_damage})
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