# @Damage ## Description This trigger fires when an item receives damage. Fires on: * [Items](Items.md) ## References The following object references are explicitly available for this trigger: {| border="1" cellspacing="4" cellpadding="4" | **Name** || **Description** |- | [I](I.md) || The [item](Items.md) taking damage. |- | [SRC](SRC.md) || The [character](Characters.md) responsible for the damage, in the case of a weapon, it's the [character](Characters.md) that receive the hit. |} ## Arguments The following arguments are set for this trigger. If an argument is marked as "In" then a value will be passed in to the trigger, if an argument is marked as "Out" then it can be set to a value to affect Sphere's behaviour: {| border="1" cellspacing="4" cellpadding="4" | **Argument** || **In/Out** || **Description** |- | ARGN1 || I || The amount of damage being applied. |- | ARGN2 || I || The damage attributes. |} ## Return Values The following return values are explicitly defined for this trigger: {| border="1" cellspacing="4" cellpadding="4" | **Return Value** || **Description** |- | 1 || Prevents the item from being damaged. |} ## Notes Damage function in items doesn't mean the amount of hitpoints receiving but a chance to receive 1 point of damage, so by default Sphere is using this formula to calc the chace of receive damage: ```local.success = *16> if (> > damage) return 1// and block the damage endif``` So if a random number between 1 and MaxHits*16 is higher than the damage dealt, there's no damage. In a PickAxe with 45 Hits it will mean that a number higher than 720 (45*16) have to be given to force one point of damage. Here's a damage formula to force damage: ``` damage=*16>,,dam_physical ``` [Category: Reference Compendium](Category:_Reference_Compendium.md) [Category: Triggers](Category:_Triggers.md)