Scriptname Tsc_ThrowingWeapons_ArmorDamage extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) if (!akTarget.IsDead()) float damage = 700 - akTarget.GetActorValue("DamageResist") if (damage > 0) float skillModifier = akCaster.GetActorValue("OneHanded") / 100 * baseDamage damage = damage / 700 * skillModifier if (akCaster.IsSneaking() && !akCaster.IsDetectedBy(akTarget)) if (isKnife) damage *= 3 if (akCaster == Game.GetPlayer()) sneakAttackSound.Play(akCaster) Debug.Notification("Sneak attack for 3.0X damage!") Game.AdvanceSkill("Sneak", 15.0) endIf else damage *= 2 if (akCaster == Game.GetPlayer()) sneakAttackSound.Play(akCaster) Debug.Notification("Sneak attack for 2.0X damage!") Game.AdvanceSkill("Sneak", 15.0) endIf endIf endIf if (akCaster == Game.GetPlayer()) float currentStamina = akCaster.GetActorValue("Stamina") + 20.00 float lowStamina = akCaster.GetBaseActorValue("Stamina") / 3 if (currentStamina >= akCaster.GetBaseActorValue("Stamina")) damage *= 2 Debug.Notification("High stamina throw for double damage!") elseif (currentStamina < lowStamina) damage /= 2 Debug.Notification("Low stamina throw for half damage.") endIf endIf akTarget.DamageActorValue("Health", damage) if (akCaster == Game.GetPlayer()) Game.AdvanceSkill("OneHanded", skillModifier) endIf endIf endIf int random = Utility.RandomInt(0, 99) if (random < 75) if (!akTarget.IsPlayerTeammate() && akTarget != Game.GetPlayer()) akTarget.AddItem(dummyObject, 1, true) endIf endIf endEvent Int Property baseDamage Auto Sound Property sneakAttackSound Auto Bool Property isKnife Auto MiscObject Property dummyObject Auto