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You should place all your OnGameEvent_* functions inside the ChCh_ChargeImpactDMG table.
And suggest rename the table, or this will be conflict with the original one.
2.
Don't use OnGameplayStart(), use OnGameEvent_round_start_post_nav(params), or call the initialization function below itself instead. (In your case, initializing via a function is actually unnecessary.)
For example:
function aaa()
{
//do something
}
aaa();
3.
I think the difficulty-related part in the OnGameEvent_charger_charge_start is unnecessary.
Btw, this event may be called more than once per ability use. I'm not entirely sure what your intention is here, so consider this just a friendly reminder.
4.
GetDifficulty() will return 0 on Easy, so the damage will always be zero.
Besides, I suggest using a look-up table for non-linear damage scaling, but you can still simply use
if(diff == 0)
...TakeDamage(5.0, ...);
else if(diff == 1)
...TakeDamage(5.0, ...);
...
(should not ignore "else".)