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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): RustyPanAttack
Processor Id:Standard_Float
Attributes:Everything
Target Stat:Health
Value:-5
Attribute Stat Keys [0]:Attack
Attribute Stat Keys [1]:MeleeAttack
Attribute Stat Keys [2]:RustyPanAttack
RustyPanAttack — Stat (Clamped Float)
Stat (Clamped Float): RustyPanAttack
Stat Key:RustyPan / FloatClamped / Attack
Relation: CriticalRate_Applying:RustyPan_CritRate
Default:1
Max:1

As you can see, we have a CritRate Stat attached to the RustyPan_Attack Stat.

RustyPan_CritRate — Stat (Clamped Float)
Stat (Clamped Float): RustyPan_CritRate
Stat Key:RustyPan / FloatClamped / CritRate
Relation: ConditionalModifier_ApplyingAS:RustyPan_DirectionBaseCritModifier
Max:1

By 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_Float
Required Attributes:Modibifiable|Critable|AttributeStatsProcessable
Receiving Critical Rate Key:CriticalRate_Receiving
Applying Critical Rate Key:CriticalRate_Applying
Receiving Critical Multiplier Key:CriticalMultiplier_Receiving
Applying Critical Multiplier Key:CriticalMultiplier_Applying
Critical Result Attribute:Critical
Use Conditional Rate Modifier:true
Use Conditional Multiplier Modififier:true
Conditional Modifier Processor:ASContribution_ConditionalModifier(Float-Generic)
RustyPan_DirectionBaseCritModifier — Stat (ConditionalModifier Float)
Stat (ConditionalModifier Float): RustyPan_DirectionBaseCritModifier
Stat Key:RustyPan / ConditionalModifier / CritRateModifier
Default:1
Max:1
Use Multi Stat Check:true
Multi Stat Checker › Stats [1] › Actor:Target
Multi Stat Checker › Condition:IsFacingMe

The 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.