inherit "/std/effect_shadow"; int modify_damage(int damage, string attack_name) { int mod_damage = damage*1.3; if (attack_name == "hands") return mod_damage; return damage; } int query_skill_bonus(string skill, int true) { int value; if (true) return player->query_skill_bonus(skill, true); switch( skill ){ case "fighting.combat.melee.pierce": value = player->query_skill_bonus(skill, true)*0.90; return value; break; case "fighting.combat.melee.sharp": case "fighting.combat.melee.blunt": value = player->query_skill_bonus(skill, true)*0.85; return value; break; case "fighting.combat.range.thrown": value = player->query_skill_bonus(skill, true)*0.80; return value; break; case "fighting.combat.range.fired": value = player->query_skill_bonus(skill, true)*0.75; return value; break; default: value = player->query_skill_bonus(skill, true); return value; } } void dest_knuckle_effect() { remove_this_effect(); }