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* New trigger @HitReactive - Added: New trigger @HitReactive Reactive Armor plays a key role in the action mechanism and is currently under very fixed rules. It has been added as a new trigger with some variables to make it a bit more flexible. @HitReactive Local.Sound (r/w) =Sound ID, If it is blank or zero, no sound is produced. (Default: 01F1) Local.EffectID (r/w) = Effect ID, If it is empty or zero, no effect will occur. (Default: 0374a) Local.Damage (r/w) = This is the more1l, or PolyStr, value coming from the reactive armor spell to i_rune_reactive_armor. LOCAL.RefDamage (r/w) = The amount of damage that will be reflected to this other party LOCAL.RedDamage (r/w) = Amount to be deducted from damage received LOCAL.ReactiveDamType (r/w) = Type of damage received (Default: DAMAGE_FIXED andDAMAGE_REACTIVE) NOTE; 1. If no RefDamage or RedDamage values are entered, the system defaults to the Reactive Armor Effect value. 2. No damage amount can be less than 1. * Local variable name update * changelog update --------- Co-authored-by: cbnolok <cbnolok@gmail.com>
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