require("global"); require("weaponskill"); require("modifiers") function onSkillPrepare(caster, target, skill) return 0; end; --Resets rampage to increase damage function onSkillStart(caster, target, skill) --Get Rampage statuseffect local rampage = caster.statusEffects.GetStatusEffectById(223208); --if it isn't nil, remove the AP and Defense mods and reset extra to 0, increase potency if rampage != nil then local parryPerDT = 20; local delayMsPerDT = 100; caster.SubtractMod(modifiersGlobal.Parry, parryPerDT * rampage.GetExtra()); caster.AddMod(modifiersGlobal.Delay, delayMsPerDT * rampage.GetExtra()); rampage.SetExtra(0); skill.basePotency = skill.basePotency * 1.5; end; return 0; end; --Increased critical hit rate function onCombo(caster, target, skill) skill.bonusCritRate = 200; end; function onSkillFinish(caster, target, skill, action, actionContainer) if target.target == caster then skill.statusId = 223015 end; --calculate ws damage action.amount = skill.basePotency; --DoAction handles rates, buffs, dealing damage action.DoAction(caster, target, skill, actionContainer); --Try to apply status effect action.TryStatus(caster, target, skill, actionContainer, true); skill.statusId = 0; end;