--[[ Offers damage functions --]] local monster_class_damage_functions = {} function MonsterClass:on_damaged(func) monster_class_damage_functions[self] = func end -- damage is a table with these keys: -- base, delta, chance_to_hit function Entity:damage(source, damage) local hp_loss = math.random(damage.base, damage.base + damage.delta) local dodge = self:modified_attribute("Dodge") if dodge > 0 and math.random(dodge) > math.random(damage.chance_to_hit) or damage.chance_to_hit == 0 then hp_loss = 0 -- attack missed self:say("HAHA MISSED") else local defense = self:modified_attribute("Defense") local randomness = hp_loss > 16 and math.random(hp_loss / 16) or 0 hp_loss = hp_loss * (1 - (0.0159375 * defense) / (1 + 0.017 * defense)) + randomness self:say("UH NO") end if hp_loss > 0 then local hp = self:base_attribute("HP") hp_loss = math.min(hp, hp_loss) self:add_hit_taken(hp_loss) self:set_base_attribute("HP", hp - hp_loss) self:say("I GOT DAMAGED " .. hp - hp_loss) if self:type() == TYPE_MONSTER then local class = get_monster_class(self:monster_id()) local callback = monster_class_damage_functions[class] if callback then return callback(self, source, hp_loss) end end else hp_loss = 0 end end