
# -> If player is wearing armor, run RNG, if it fails, return
execute if items entity @s armor.* * \
    if predicate overly_realistic:player/damage/direct_damage_bleeding_rng run \
        return fail

# -> Mental health decrease RNG
execute if predicate overly_realistic:player/damage/potent_direct_damage_rng run \
    function overly_realistic:players/mental_health/edit_mental_health {type:"remove",value:2}

# -> Set bleeding var
execute store result score @s OverlyRealistic.Player.BleedingTimer run \
    random value 10..180