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AttackProperty

An AttackProperty is a parameter of DoDamage and they are also the elements allowed in the weakness field of BattleData (meant for enemy party members only). They influence the damage pipeline in various ways either at the specific call level when passed as a parameter to DoDamage or at the target level for an enemy party member's weakness. They mainly influence CalculateBaseDamage's logic.

They are not to be confused with DamageOverride which can only be sent to DoDamage as an array of them and have very different logic changes.

Here are the different AttackProperty, how they are meant to be passed to the damage pipeline and a summary of their effects.

Value Name DoDamage parameter? weakness? Description
0 Pierce Yes No Ignores all calculations related to defense in CalculateBaseDamage. Only valid for enemy party member targets that do not have AntiPierce in their weakness
1 Flip Yes Yes When used as a DoDamage parameter, 1 point of defense in CalculateBaseDamage will be ignored when the target doesn't have the Flipped condition (this is done incorrectly, see the CalculateBaseDamage documentation to learn more). It will also attempt to inflict the Flipped condition if the target has this property in its weakness and some other conditions are fufilled. It will also bypass defenseonhit and prevent isdefending from being set to true (it can even break the guard)
2 Freeze Yes No Attempts to inflict the Freeze condition during CalculateBaseDamage
3 Poison Yes No Attempts to inflict the Poison condition during CalculateBaseDamage
4 Numb Yes No Attempts to inflict the Numb condition during CalculateBaseDamage
5 Sleep Yes No Attempts to inflict the Sleep condition during CalculateBaseDamage
6 AntiPierce No Yes Prevents the Pierce property to have any effect during CalculateBaseDamage (only the Spuder enemy can get it via CheckEvent when applicable)
7 ToppleFirst No Yes The enemy party member will receive the Topple condition when it is damaged first before falling or getting the Flipped condition during CalculateBaseDamage. It acts as defensive mechanism to enemy party members where they would have fell or flipped immediately if they didn't feature this weakness
8 Magic Yes Yes When used an enemy party member's weakness, it will allow a magic weakness to be processed in CalculateBaseDamage when property is also Magic or when the attacker is a player party member while lastskill is Icefall, FrigidCoffin or IceRain skill alongside some other conditions
9 ToppleAirOnly No Yes The same as ToppleFirst, but only applicable when the enemy party member's position is Flying
10 Atleast1 Yes No Clamps the damage amount from 1 towards the end of CalculateBaseDamage unless the target has LimitX10 in its weakness where 10 is subtracted from the amount instead
11 Atleast1pierce Yes No Combines the effects of Pierce and Atleast1
12 LimitX10 No Yes Gives ? defense logic to the enemy party member which CalculateBaseDamage processes towards the end where the amount is first subtracted by 10 if property is Atleast1 or Atleast1pierce and then set to 0 if it was <= 1 or divided by 10 ceiled if it was above 1
13 NoExceptions Yes No Ignores many, but not all logic in CalculateBaseDamage. If the target is invulnerable according to DoDamage, the damage dealt will be the ammount sent
14 None Yes No No property applies, the same as sending null. DoDamage will override this to null when passing it to CalculateBaseDamage
15 HornExtraDamage No Yes Process a +1 damage bonus when dealing damages to the enemy party member if property is Flip with weaknesshit
16 MinusMagic No No UNUSED
17 DieInOneHit No Yes The enemy party member's hp is set to 0 on DoDamage, killing him in one hit
18 SurviveWith10 No Yes The final target's hp is clamped from 10 except if lastskill is 9 (PeebleToss) skill
19 FlyOnFlip No Yes The enemy party member's position is changed to Flying if the property of the attack is Flip and the enemy party member's position was Ground
20 Fire Yes No Attempts to inflict the Fire condition during CalculateBaseDamage
21 MultiHitDefense No No UNUSED
22 DefDownOnBlock Yes No Inflicts the DefenseDown condition on the target when they are still alive and don't have the Shield condition
23 DefDownOnFlyHard No Yes Grant a +1 damage bonus if the target's position is Flying and HardMode returns true (This is specific to a VenusBoss enemy)
24 Ink Yes No Attempts to inflict the Inked condition during CalculateBaseDamage
25 AtkDownOnBlock Yes No Inflicts the AttackDown condition on the target when they are still alive and don't have the Shield condition
26 Sticky Yes No Attempts to inflict the Sticky condition during CalculateBaseDamage
27 InkOnBlock Yes No The same then Ink, but the infliction can still occur even if the player sucessfully blocked
28 AlwaysSurvive No Yes The final target's hp is clamped from 1
29 Numb1Turn Yes No The same as Numb, but the infliction is always for 1 turn regardless if it's a chompyaction or not