Once again pulled from slime.ash. Not all skills are accounted for, only major ones used in aftercore. It shouldn't be THAT hard to add in new skills, though.
	
	
	
		
				
			
		Code:
	
	int attack_damage_dealt()
{
	int weapon_damage = max( 1 , floor( .1 * get_power( equipped_item( $slot[weapon] ) ).to_float() ) );
	int offhand_damage = 0;
	if( weapon_type( equipped_item( $slot[offhand] ) ) != $stat[none] )
		offhand_damage = max( 1 , floor( .1 * get_power( equipped_item( $slot[offhand] ) ).to_float() ) );
	int elem_damage = numeric_modifier( "Hot Damage" ) + numeric_modifier( "Cold Damage" ) + numeric_modifier( "Spooky Damage" ) + numeric_modifier( "Sleaze Damage" ) + numeric_modifier( "Stench Damage" );
	int bonus_damage = numeric_modifier( "Weapon Damage" ) + elem_damage;
	int lts_factor = 1;
	int damage;
	
	float spell_per;
	
	boolean shieldbutt = false;
	boolean noisemaker = false;
	boolean blowout = false;
	boolean sillystring = false;
	boolean saucegeyser = false;
	boolean wotpl = false;
	boolean ff = false;
	
	for i from 0 upto 30
	{
		switch ( get_ccs_action( i ) )
		{
			case "skill lunging thrust-smack":
				lts_factor = 3;
				break;
			case "skill thrust-smack":
				lts_factor = 2;
				break;
			case "skill shieldbutt":
				shieldbutt = true;
				break;
			case "item divine noisemaker":
				noisemaker = true;
				break;
			case "item divine blowout":
				blowout = true;
				break;
			case "item divine can of silly string":
				sillystring = true;
				break;
			case "skill saucegeyser":
				saucegeyser = true;
				break;
			case "skill weapon of the pastalord":
				wotpl = true;
				break;
			case "skill fearful fettucini":
				ff = true;
		}
	}
	
	int musc_dam = max( 0 , ( my_buffedstat( $stat[muscle] ) ) - monster_defense() );
	if( have_skill( $skill[Eye of the Stoat] ) && lts_factor == 3 )
	{
		if( my_class() == $class[Seal Clubber] )
			musc_dam = max( 0 , ( my_buffedstat( $stat[muscle] ) * 1.3 ) - monster_defense() );
		else musc_dam = max( 0 , ( my_buffedstat( $stat[muscle] ) * 1.25 ) - monster_defense() );
	}
	
	if( weapon_type( equipped_item( $slot[weapon] ) ) == $stat[none] ) musc_dam = musc_dam * .25;
	if( shieldbutt ) offhand_damage = get_power( equipped_item( $slot[offhand] ) ) * .1;
	switch
	{
		case noisemaker:
			damage = my_buffedstat( $stat[muscle] );
			break;
		case blowout:
			damage = my_buffedstat( $stat[moxie] );
			break;
		case sillystring:
			damage = my_buffedstat( $stat[mysticality] );
		case saucegeyser:
			spell_per = ( 1 + numeric_modifier( "Spell Damage Percent" ) ) / 100;
			damage = floor( spell_per * ( 35 + ( .35 * my_buffedstat( $stat[mysticality] ) ) + numeric_modifier( "Spell Damage" ) ) );
			break;
		case wotpl:
		case ff:
			spell_per = ( 1 + numeric_modifier( "Spell Damage Percent" ) ) / 100;
			damage = floor( spell_per * ( 32 + ( .35 * my_buffedstat( $stat[mysticality] ) ) + numeric_modifier( "Spell Damage" ) ) );
			break;
		default:
			damage = musc_dam + bonus_damage + ( weapon_damage * lts_factor ) + offhand_damage;
	}
	return damage;
			
				Last edited: 
			
		
	
								
								
									
	
								
							
							 
	 
 
		 
 
		 
 
		