⚔️Combat and State Modifiers
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Every modifier on this page is documented independently. All entries also support the common modifier fields from the Power Modifiers page.
armor_pierce
stack_damage_modifier
revive
armor_piercePurpose: Increases the current damage result to approximate ignoring a percentage of target armor.
Context: Requires living TARGET and a damage result.
percent
0
Armor penetration percentage, clamped to 0..100.
type: armor_pierce
percent: 35The target's armor and toughness attributes are read but never changed.
This compensates for vanilla armor reduction; it is not a separate true-damage channel.
stack_damage_modifierPurpose: Stores stack state and converts it into a percentage damage increase or decrease.
Context: Requires a stable owner and a damage result for actual modification; matching pool values can share state across trigger sections.
damage-type
DEALT
DEALT or TAKEN; controls default scope and message metadata.
stack-action
ADD
ADD, READ, CONSUME, or CLEAR.
stack-value
CURRENT
For ADD, apply CURRENT or PREVIOUS stack count.
operation
INCREASE
INCREASE, DECREASE, or NONE.
pool
current path
State-pool name.
max-stacks
5
Maximum stored stacks, minimum 1.
stack-amount
1
Amount added by ADD.
percent-per-stack
5
Damage percentage per effective stack.
maximum-percent
derived
Final percentage cap.
scope.per-target
false
Separate pools by selected target.
scope.target
type-specific
Default TARGET for dealt and SOURCE for taken.
scope.per-damage-cause
false
Separate pools by Bukkit damage cause.
reset.seconds
5
Expiry refreshed by ADD; non-positive disables timed expiry.
reset.clear-on
empty
AFTER_APPLY, AFTER_DAMAGE_DEALT, or AFTER_DAMAGE_TAKEN.
messages.*
empty
Optional lifecycle messages and recipient/throttle settings.
ADD updates state; READ applies without changing it; CONSUME removes and applies; CLEAR only removes.
State and scheduled messages are cleared on reload/unload and relevant entity unload.
revivePurpose: Requests revival during a supported death trigger.
Context: Intended for on-death; successful application depends on trigger/platform support.
health
20
Revive health, capped at source maximum health; {original} is maximum health.
no-drops
false
Clear death drops when revival is applied.
Use a power- or entry-level count limit when revival should happen only once.
When source is not living, the fallback maximum for expression resolution is 20.
Last updated
type: stack_damage_modifier
pool: combo
damage-type: DEALT
stack-action: ADD
operation: INCREASE
max-stacks: 5
stack-amount: 1
percent-per-stack: 6
reset:
seconds: 4
scope:
per-target: truetype: revive
health: '{original} * 0.5'
no-drops: true