package Ġworld . greg s . void ps . world . interact . entity . player . com bat . me lee . special Ċ Ċ import Ġworld . greg s . void ps . engine . entity . character . player . Player Ċ import Ġworld . greg s . void ps . engine . entity . character . update . visual . set Animation Ċ import Ġworld . greg s . void ps . engine . entity . character . update . visual . set Graphic Ċ import Ġworld . greg s . void ps . engine . entity . item . Item Ċ import Ġworld . greg s . void ps . engine . event . Priority Ċ import Ġworld . greg s . void ps . engine . event . on Ċ import Ġworld . greg s . void ps . world . interact . entity . com bat .* Ċ import Ġworld . greg s . void ps . world . interact . entity . player . com bat . MAX _ SPECIAL _ ATT ACK Ċ import Ġworld . greg s . void ps . world . interact . entity . player . com bat . drain Special Energy Ċ import Ġworld . greg s . void ps . world . interact . entity . player . com bat . me lee . special Accuracy Multiplier Ċ import Ġworld . greg s . void ps . world . interact . entity . player . com bat . me lee . special Damage Multiplier Ċ import Ġworld . greg s . void ps . world . interact . entity . player . com bat . special Attack Ċ Ċ fun Ġis Dragon D agger ( item : ĠItem ?) Ġ= Ġitem Ġ!= Ġnull Ġ&& Ġ( item . name . startsWith (" dragon _ d agger ") Ġ|| Ġitem . name . startsWith (" cor rupt _ dragon _ d agger ")) Ċ Ċ on < Combat Swing >({ Ġ! sw ung () Ġ&& Ġ! it . special Attack Ġ&& Ġis Dragon D agger ( it . weapon ) Ġ}, ĠPriority . LOW ) Ġ{ Ġplayer : ĠPlayer Ġ-> ĊĠĠĠ Ġplayer . set Animation (" dragon _ d agger _${ ĊĠĠĠĠĠĠĠ Ġwhen Ġ( player . attack Type ) Ġ{ ĊĠĠĠĠĠĠĠĠĠĠĠ Ġ" slash " Ġ-> Ġ" slash " ĊĠĠĠĠĠĠĠĠĠĠĠ Ġelse Ġ-> Ġ" attack " ĊĠĠĠĠĠĠĠ Ġ} ĊĠĠĠ Ġ} ") ĊĠĠĠ Ġplayer . hit ( target ) ĊĠĠĠ Ġdelay Ġ= Ġ 4 Ċ } Ċ Ċ on < Combat Hit >({ Ġ! blocked Ġ&& Ġis Dragon D agger ( it . weapon ) Ġ}) Ġ{ Ġplayer : ĠPlayer Ġ-> ĊĠĠĠ Ġplayer . set Animation (" dragon _ d agger _ block ") ĊĠĠĠ Ġblocked Ġ= Ġtrue Ċ } Ċ Ċ // ĠSpecial Ġattack Ċ Ċ special Accuracy Multiplier ( 1 . 1 5 , Ġ:: is Dragon D agger ) Ċ Ċ special Damage Multiplier ( 1 . 1 5 , Ġ:: is Dragon D agger ) Ċ Ċ on < Combat Swing >({ Ġ! sw ung () Ġ&& Ġit . special Attack Ġ&& Ġis Dragon D agger ( it . weapon ) Ġ}) Ġ{ Ġplayer : ĠPlayer Ġ-> ĊĠĠĠ Ġif Ġ(! drain Special Energy ( player , ĠMAX _ SPECIAL _ ATT ACK Ġ/ Ġ 4 )) Ġ{ ĊĠĠĠĠĠĠĠ Ġdelay Ġ= Ġ- 1 ĊĠĠĠĠĠĠĠ Ġreturn @ on ĊĠĠĠ Ġ} ĊĠĠĠ Ġplayer . set Animation (" p unct ure ") ĊĠĠĠ Ġplayer . set Graphic (" p unct ure ") ĊĠĠĠ Ġplayer . hit ( target ) ĊĠĠĠ Ġplayer . hit ( target ) ĊĠĠĠ Ġdelay Ġ= Ġ 4 Ċ }