require("modifiers") require("battleutils") require("utils") parryPerDT = 20; delayMsPerDT = 100; function onGain(owner, effect, actionContainer) end --Increases parry rating and attack speed for each hit. (Need more info) function onDamageTaken(effect, attacker, defender, skill, action, actionContainer) --Assuming 20 parry rating every time you're hit up to 200 --Delay is more complicated. Most axes are around 4 seconds, so i'm gonna assume it cuts off a full second at max if (effect.GetExtra() < 10) then effect.SetExtra(effect.GetExtra() + 1); defender.AddMod(modifiersGlobal.Parry, parryPerDT); defender.SubtractMod(modifiersGlobal.Delay, delayMsPerDT); end end --Heals for 50% of damage dealt on crits with a maximum of 20% of max hp --Also only heals for as much hp as you're missing at most function onCrit(effect, attacker, defender, skill, action, actionContainer) local healAmount = math.Clamp(action.amount * 0.50, 0, attacker.GetMaxHP() * 0.20); healAmount = math.Clamp(healAmount, 0, attacker.GetMaxHP() - attacker.GetHP()); attacker.AddHP(healAmount); --33012: You recover [healAmount] HP. actionContainer.AddHPAbsorbAction(defender.actorId, 33008, healAmount); end; --"Effect fades over time" --Rampage ticks every 6 seconds function onTick(owner, effect, actionContainer) --Enduring march prevents fading of rampage effect if not owner.statusEffects.HasStatusEffect(223078) and (effect.GetExtra() > 0) then owner.SubtractMod(modifiersGlobal.Parry, parryPerDT); owner.AddMod(modifiersGlobal.Delay, delayMsPerDT); effect.SetExtra(effect.GetExtra() - 1); end end function onLose(owner, effect, actionContainer) owner.SubtractMod(modifiersGlobal.Parry, effect.GetExtra() * parryPerDT); owner.AddMod(modifiersGlobal.Delay, effect.GetExtra() * delayMsPerDT); end