# Damage Effects table # Has a section for each state: # # normal: Victim is normal # armour: Victim has armour # bat: Victim is a bat # normal { # Follows are the tables for each type of hit from attacker # # normal - Unarmed hit # sword - Hit with a sword # stick - Hit with a stick # # In each table there are several parameters: # # effect - first particle effect # effect2 - second particle effect # part - parts effect # sfx - audio to play when effect is triggered # normal { nodamage { effect = "" part = "" sfx = "Punch1" } # Damage was 0 hit { effect = "hitmark1" part = "" sfx = "Punch1" } # Damage taken with a normal hit powerhit { effect = "hitcloud1" effect2 = "hitring1" part = "" sfx = "Punch1" } # Damage taken with a power hit } sword { nodamage { effect = "" part = "" sfx = "Punch1" } # Damage was 0 hit { effect = "hitmark1" part = "" sfx = "Punch1" } # Damage taken with a normal hit powerhit { effect = "hitcloud1" effect2 = "hitring1" part = "" sfx = "Punch1" } # Damage taken with a power hit } stick { nodamage { effect = "" part = "" sfx = "Punch1" } # Damage was 0 hit { effect = "hitmark1" part = "" sfx = "Punch1" } # Damage taken with a normal hit powerhit { effect = "hitcloud1" effect2 = "hitring1" part = "" sfx = "Punch1" } # Damage taken with a power hit } } armour { # Follows are the tables for each type of hit from attacker # # normal - Unarmed hit # sword - Hit with a sword # stick - Hit with a stick # # In each table there are several parameters: # # effect - first particle effect # effect2 - second particle effect # part - parts effect # sfx - audio to play when effect is triggered # normal { nodamage { effect = "" part = "" sfx = "SwArmour" } # Damage was 0 hit { effect = "" part = "" sfx = "SwArmour" } # Damage taken with a normal hit powerhit { effect = "" part = "" sfx = "SwArmour" } # Damage taken with a power hit } sword { nodamage { effect = "" part = "" sfx = "ParrySwSw" } # Damage was 0 hit { effect = "" part = "" sfx = "ParrySwSw" } # Damage taken with a normal hit powerhit { effect = "" part = "Armour1" sfx = "ParrySwSw" angle = 45 } # Damage taken with a power hit } stick { nodamage { effect = "" part = "" sfx = "ParryStKn" } # Damage was 0 hit { effect = "" part = "" sfx = "ParryStKn" } # Damage taken with a normal hit powerhit { effect = "" part = "" sfx = "ParryStKn" } # Damage taken with a power hit } } bat { # Follows are the tables for each type of hit from attacker # # normal - Unarmed hit # sword - Hit with a sword # stick - Hit with a stick # # In each table there are several parameters: # # effect - first particle effect # effect2 - second particle effect # part - parts effect # sfx - audio to play when effect is triggered # normal { nodamage { effect = "" part = "" sfx = "Bat" } # Damage was 0 hit { effect = "" part = "" sfx = "Bat" } # Damage taken with a normal hit powerhit { effect = "" effect2 = "" part = "" sfx = "Bat" } # Damage taken with a power hit } sword { nodamage { effect = "" part = "" sfx = "Bat" } # Damage was 0 hit { effect = "" part = "" sfx = "Bat" } # Damage taken with a normal hit powerhit { effect = "" effect2 = "" part = "" sfx = "Bat" } # Damage taken with a power hit } stick { nodamage { effect = "" part = "" sfx = "Bat" } # Damage was 0 hit { effect = "" part = "" sfx = "Bat" } # Damage taken with a normal hit powerhit { effect = "" effect2 = "" part = "" sfx = "Bat" } # Damage taken with a power hit } }