Add shared bandit effect hooks
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@@ -271,6 +271,9 @@ local dmg = amount
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if m.vuln > 0 then
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dmg = math.floor(dmg * 1.5)
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end
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if m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then
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dmg = math.floor(dmg * self.ActiveAttackDamageVsWeakMultiplier)
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end
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if m.block > 0 and pierce ~= true then
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local absorbed = math.min(m.block, dmg)
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m.block = m.block - absorbed
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@@ -345,6 +348,7 @@ return killed`, [
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method('PlayAttackFx', `local m = self.Monsters[targetIndex]
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if m == nil or m.alive ~= true or m.entity == nil or not isvalid(m.entity) then
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self:DealDamageToTarget(damage, pierce)
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self.ActiveAttackDamageVsWeakMultiplier = 1
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self:RenderCombat()
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self:CheckCombatEnd()
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return
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@@ -370,11 +374,15 @@ _TimerService:SetTimerOnce(function()
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if mt ~= nil and mt.alive == true and mt.vuln > 0 then
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shown = math.floor(damage * 1.5)
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end
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if mt ~= nil and mt.alive == true and mt.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then
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shown = math.floor(shown * self.ActiveAttackDamageVsWeakMultiplier)
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end
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local killed = self:DealDamageToTarget(damage, pierce)
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if killed == true and self.ActiveKillReward ~= nil and self.ActiveKillReward > 0 then
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self.BonusRewardScreens = (self.BonusRewardScreens or 0) + self.ActiveKillReward
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end
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self.ActiveKillReward = 0
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self.ActiveAttackDamageVsWeakMultiplier = 1
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self:ShowDmgPop(targetIndex, shown)
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self:RenderCombat()
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self:CheckCombatEnd()
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@@ -406,6 +414,9 @@ _TimerService:SetTimerOnce(function()
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if m.vuln > 0 then
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dmg = math.floor(dmg * 1.5)
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end
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if m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then
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dmg = math.floor(dmg * self.ActiveAttackDamageVsWeakMultiplier)
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end
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if m.block > 0 then
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local absorbed = math.min(m.block, dmg)
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m.block = m.block - absorbed
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@@ -431,6 +442,7 @@ _TimerService:SetTimerOnce(function()
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self.BonusRewardScreens = (self.BonusRewardScreens or 0) + (killCount * self.ActiveKillReward)
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end
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self.ActiveKillReward = 0
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self.ActiveAttackDamageVsWeakMultiplier = 1
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self:RenderCombat()
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self:CheckCombatEnd()
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end, 0.35)`, [
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