cst-damage

Apply unified damage bonuses across all damage types via HitData.GetDamage postfix.

1|Updated Jul 15, 2025
One-click install
npx skills add https://github.com/KorCaptain/Valheim_Captain_SkillTree --skill cst-damage
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cst-damage
Source: https://github.com/KorCaptain/Valheim_Captain_SkillTree/tree/main/.claude/skills/cst-damage
Command: npx skills add https://github.com/KorCaptain/Valheim_Captain_SkillTree --skill cst-damage

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill ensures damage bonuses are applied consistently across all damage types (physical and elemental) and aligns with MMO-style stat integration, preventing miscalculated or missing bonuses during skill execution.

Core Features & Use Cases

  • Applies bonuses to all damage types (physical m_pierce, m_blunt, m_slash, m_chop, m_pickaxe and elemental m_fire, m_frost, m_lightning, m_poison, m_spirit) when designing or tweaking damage-related skills.
  • Integrates with GetDamage patching: uses HitData.GetDamage() as a Postfix to include final bonus values.
  • Supports MMO stat linkage via getParameter(Parameter.Strength) and centralizes bonus calculation with SkillBonusCalculator.CalculateTotal().

Quick Start

Apply this rule set when implementing a new damage-related skill to grant bonuses across all damage types and use SkillBonusCalculator.CalculateTotal() for total bonuses.

Frequently Asked Questions about cst-damage

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I apply damage bonuses consistently across all damage types in Valheim?

To apply damage bonuses consistently across all damage types in Valheim, use a centralized calculation approach with SkillBonusCalculator.CalculateTotal() and patch HitData.GetDamage() as a Postfix to ensure unified physical and elemental bonus application.

What is the best way to link MMO strength stats to damage calculations in a Valheim mod?

Linking MMO strength stats to damage calculations in a Valheim mod requires using getParameter(Parameter.Strength) to retrieve stat values and feed them into a unified damage bonus system for accurate hit calculations.

How do I patch GetDamage to include custom skill bonuses for physical and elemental hits?

Patching GetDamage to include custom skill bonuses involves using HitData.GetDamage() as a Postfix, intercepting the final damage output to append calculated bonuses across m_pierce, m_blunt, m_fire, and other damage fields.

Does this damage calculation approach support both physical and elemental damage types?

Yes, this damage calculation approach supports both physical and elemental damage types, applying unified bonuses across m_slash, m_chop, m_pickaxe, m_fire, m_frost, m_lightning, m_poison, and m_spirit for consistent MMO-style results.

Why are my damage bonuses missing or miscalculated when implementing new skills in an MMO-like system?

Damage bonuses are often miscalculated when implementing new skills because bonuses are applied to individual damage types separately rather than centrally, requiring a unified SkillBonusCalculator to prevent missing or incorrect bonus values.