Rusty Pan
Deals critical damage to enemies that are facing the player.
Implementation
We use the RustyPan_Attack Attribute Stat to apply skill-specific behaviors.
RustyPanAttack — Float Stat Effect (MAS)
Float Stat Effect (MAS):
RustyPanAttackProcessor Id:
Standard_FloatAttributes:
EverythingTarget Stat:

HealthValue:
-5Attribute Stat Keys [0]:

AttackAttribute Stat Keys [1]:

MeleeAttackAttribute Stat Keys [2]:

RustyPanAttackRustyPanAttack — Stat (Clamped Float)
Stat (Clamped Float):
RustyPanAttackStat Key:
RustyPan / FloatClamped / AttackRelation: CriticalRate_Applying:

RustyPan_CritRateDefault:
1Max:
1As you can see, we have a CritRate Stat attached to the RustyPan_Attack Stat.
RustyPan_CritRate — Stat (Clamped Float)
Stat (Clamped Float):
RustyPan_CritRateStat Key:
RustyPan / FloatClamped / CritRateRelation: ConditionalModifier_ApplyingAS:

RustyPan_DirectionBaseCritModifierMax:
1By enabling UseConditionalModifier in the CritProcessor, we can conditionally modify the CritRate value based on the enemy's facing direction.
MASContribution_CriticalHit_Float — MASContribution Critical Hit Float
MASContribution Critical Hit Float:
MASContribution_CriticalHit_FloatRequired Attributes:
Modibifiable|Critable|AttributeStatsProcessableReceiving Critical Rate Key:
CriticalRate_ReceivingApplying Critical Rate Key:
CriticalRate_ApplyingReceiving Critical Multiplier Key:
CriticalMultiplier_ReceivingApplying Critical Multiplier Key:
CriticalMultiplier_ApplyingCritical Result Attribute:
CriticalUse Conditional Rate Modifier:
trueUse Conditional Multiplier Modififier:
trueConditional Modifier Processor:
ASContribution_ConditionalModifier(Float-Generic)RustyPan_DirectionBaseCritModifier — Stat (ConditionalModifier Float)
Stat (ConditionalModifier Float):
RustyPan_DirectionBaseCritModifierStat Key:
RustyPan / ConditionalModifier / CritRateModifierDefault:
1Max:
1Use Multi Stat Check:
trueMulti Stat Checker › Stats [1] › Actor:
TargetMulti Stat Checker › Condition:
IsFacingMeThe CritRateModifier Stat adds 1 to CritRate as a flat contribution when the dot product between the enemy's forward direction and the source Actor's forward direction is below -0.7, indicating that the enemy is facing the player.