-----------------------------------	
-- Full Break	
-- Great Axe weapon skill	
-- Skill level: 225 (Warriors only.)	
-- Lowers enemy's attack, defense, params.accuracy, and evasion. Duration of effect varies with TP.	
-- Lowers attack and defense by 12.5%, evasion by 20 points, and estimated to also lower params.accuracy by 20 points.	
-- These enfeebles are given as four seperate status effects, resists calculated seperately for each. They almost always wear off simultaneously, but have been observed to wear off at different times.	
-- Strong against: Coeurls.	
-- Immune: Antica, Cockatrice, Crawlers, Worms.	
-- Will stack with Sneak Attack.	
-- Aligned with the Aqua Gorget & Snow Gorget.	
-- Aligned with the Aqua Belt & Snow Belt.	
-- Element: Earth	
-- Modifiers: STR:50% ; VIT:50%	
-- 100%TP    200%TP    300%TP	
-- 1.00      1.00      1.00	
-----------------------------------	
	
require("scripts/globals/status");	
require("scripts/globals/settings");	
require("scripts/globals/weaponskills");	
-----------------------------------	
	
function OnUseWeaponSkill(player, target, wsID)	
	
	local params = {};
	params.numHits = 1;
	params.ftp100 = 1; params.ftp200 = 1; params.ftp300 = 1;
	params.str_wsc = 0.5; params.dex_wsc = 0.0; params.vit_wsc = 0.5; params.agi_wsc = 0.0; params.int_wsc = 0.0; params.mnd_wsc = 0.0; params.chr_wsc = 0.0;
	params.crit100 = 0.0; params.crit200 = 0.0; params.crit300 = 0.0;
	params.canCrit = false;
	params.acc100 = 0.0; params.acc200= 0.0; params.acc300= 0.0;
	params.atkmulti = 1;
	local damage, criticalHit, tpHits, extraHits = doPhysicalWeaponskill(player, target, params);

	if damage > 0 then
		local tp = player:getTP();
		local duration = (tp/100 * 30) + 60;
		if(target:hasStatusEffect(EFFECT_DEFENSE_DOWN) == false) then
			target:addStatusEffect(EFFECT_DEFENSE_DOWN, 12.5, 0, duration);
		end
		if(target:hasStatusEffect(EFFECT_ATTACK_DOWN) == false) then
			target:addStatusEffect(EFFECT_ATTACK_DOWN, 12.5, 0, duration);
		end
		if(target:hasStatusEffect(EFFECT_EVASION_DOWN) == false) then
			target:addStatusEffect(EFFECT_EVASION_DOWN, 20, 0, duration);
		end
		if(target:hasStatusEffect(EFFECT_ACCURACY_DOWN) == false) then
			target:addStatusEffect(EFFECT_ACCURACY_DOWN, 20, 0, duration);
		end
	end
	return tpHits, extraHits, criticalHit, damage;
	
end	
