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();
}