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This trigger fires when an item receives damage.

Fires on:


The following object references are explicitly available for this trigger:

Name Description
I The item taking damage.
SRC The character responsible for the damage, in the case of a weapon, it's the character that receive the hit.


The following arguments are set for this trigger. If an argument is marked as "In" then a value will be passed in to the trigger, if an argument is marked as "Out" then it can be set to a value to affect Sphere's behaviour:

Argument In/Out Description
ARGN1 I The amount of damage being applied.
ARGN2 I The damage attributes.

Return Values

The following return values are explicitly defined for this trigger:

Return Value Description
1 Prevents the item from being damaged.


Damage function in items doesn't mean the amount of hitpoints receiving but a chance to receive 1 point of damage, so by default Sphere is using this formula to calc the chace of receive damage:

local.success = <eval <MaxHits>*16>
if (<r<local.success>> > damage)
    return 1// and block the damage

So if a random number between 1 and MaxHits*16 is higher than the damage dealt, there's no damage.

In a PickAxe with 45 Hits it will mean that a number higher than 720 (45*16) have to be given to force one point of damage.

Here's a damage formula to force damage:

damage=<eval <maxhits>*16>,<src>,dam_physical