execute if score .q_duration assassin matches 9.. run return fail

execute if entity @s[tag=upgrade_8] run function main:mechanics/damage/enemy/calculation {"id":id1_8,"character":assassin,"type":"weapon","damage":30,"stat":"attack","local_bonus":0,"indicator":10}

# scoreboard players operation @s weapon_combo_random = @s weapon_combo
# execute store result score @s weapon_combo run random value 1..4
scoreboard players add @s weapon_combo 1
scoreboard players set .q_duration assassin 0
# execute if score @s weapon_combo = @s weapon_combo_random store result score @s weapon_combo run return run function main:characters/assassin/weapon/id1/id1

#1
execute as @s[tag=assassin_rc_upgrade_1] run return run function main:characters/assassin/upgrades/id/1/activation
execute unless score .q_animation assassin matches 6.. if score .rc_duration assassin matches 1.. as @s[tag=assassin_rc,tag=!assassin_rc_max,scores={attack_speed=..0}] run return run function main:characters/assassin/weapon/id1/3
execute unless score .q_animation assassin matches 6.. if score .rc_duration assassin matches 1.. as @s[tag=assassin_rc_max,scores={attack_speed=..0}] run return run function main:characters/assassin/weapon/id1/4
execute unless score .rc_animation assassin matches 1.. as @s[scores={weapon_combo=1,attack_speed=..0}] run function main:characters/assassin/weapon/id1/1
execute unless score .rc_animation assassin matches 1.. as @s[scores={weapon_combo=2,attack_speed=..0}] run function main:characters/assassin/weapon/id1/2

execute if score @s weapon_combo matches 2.. run scoreboard players set @s weapon_combo 0