-- todo: add enums for status effects in global.lua require("global") require("battleutils") --[[ statId - see BattleTemp.cs modifier - Modifier.Intelligence, Modifier.Mind (see Modifier.cs) multiplier - ]] weaponskill = { } function HandleHealingSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount) potency = potency or 1.0; healAmount = baseAmount; -- todo: shit based on mnd local mind = caster.GetMod(Modifier.Mind); end; function HandleAttackSkill(caster, target, skill, action, statId, modifierId, multiplier, baseAmount) -- todo: actually handle this damage = baseAmount or math.random(1,10) * 10; return damage; end; function HandleStoneskin(caster, target, skill, action, statId, modifierId, damage) --[[ if target.statusEffects.HasStatusEffect(StatusEffect.Stoneskin) then -- todo: damage reduction return true; end; ]] return false; end; --The default onskillfinish for weaponskills. function weaponskill.onSkillFinish(caster, target, skill, action) action.battleActionType = BattleActionType.AttackPhysical; local damage = math.random(50, 150); action.amount = damage; action.CalcHitType(caster, target, skill); action.TryStatus(caster, target, skill); return action.amount; end;