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@Damage
This trigger fires when an item receives damage.
Fires on:
The following object references are explicitly available for this trigger:
{| border="1" cellspacing="4" cellpadding="4" | Name || Description |- | I || The item taking damage. |- | SRC || The character responsible for the damage, in the case of a weapon, it's the character that receive the hit. |}
The following arguments are set for this trigger. If an argument is marked as "In" then a value will be passed in to the trigger, if an argument is marked as "Out" then it can be set to a value to affect Sphere's behaviour:
{| border="1" cellspacing="4" cellpadding="4" | Argument || In/Out || Description |- | ARGN1 || I || The amount of damage being applied. |- | ARGN2 || I || The damage attributes. |}
The following return values are explicitly defined for this trigger:
{| border="1" cellspacing="4" cellpadding="4" | Return Value || Description |- | 1 || Prevents the item from being damaged. |}
Damage function in items doesn't mean the amount of hitpoints receiving but a chance to receive 1 point of damage, so by default Sphere is using this formula to calc the chace of receive damage:
if (<r<local.success>> > damage)
return 1// and block the damage
endif```
So if a random number between 1 and MaxHits*16 is higher than the damage dealt, there's no damage.
In a PickAxe with 45 Hits it will mean that a number higher than 720 (45*16) have to be given to force one point of damage.
Here's a damage formula to force damage:
damage=<eval *16>,,dam_physical
[Category: Reference Compendium](Category:_Reference_Compendium.md)
[Category: Triggers](Category:_Triggers.md)