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Thanks for making it!
I'm gonna give it a try right away!
0 % to 100% is OP yeah but I didn't mean it as if a skill should be able to do that, more like IF you somehow one shot an entity, no one else that's standing around that hit entity will aggro you, like they won't even know stuff around them took place cause you killed them "stealthily", something like that.
<float name="sneaky-sight">0.8</float>
<float name="surprise-damage">1.2</float>
</dict>
<array name="modifiers">
<array>
<dict>
<string name="class">Modifiers::SurpriseDamage</string>
<string name="mul-bind">surprise-damage</string>
</dict>
<dict>
<string name="class">Modifiers::PlayerTargetedRange</string>
<string name="range-mul-bind">sneaky-sight</string>
</dict>
</array>
</array>
This is a snippet of code that shows how target range and stealth damage works.
(binds have to be used for skill levels to work)
And one more "out there" idea, is it possible to give a passive skill, that makes it so if an entity is killed instantly without from 100% to 0% HP in one hit that no aggro of surrounding mobs will aggro you?
I know you mentioned you tried messing with aggro, but just asking, it would be a cool addition.
Like with the charging skills for Kunai not being able to increase projectile speed.
Didn't know that, but I do think it would be cool to still differentiate the projectiles a little bit more.
I know they're different in appearance, and the Shurikens do bounce, but they do travel at what seems a similar speed.
Maybe the projectile speed of the Kunai's go up but per level, but you increase the base cooldown of them so that you can't spam them even quicker them before.