Thread: Two damage types simultaneously
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October 28th, 2016, 20:02 #11
Does anyone know what the Custom definition in the Effects/Conditions Manager Utility is for? If one could define a custom effect, say "acid-fire" then one could use it, as in DMG: +5 acid-fire and IMMUNE: acid-fire. But I don't think this works. At some point, as part of my Combat Tracker Effect Visibility Options Extension (EVOE) I'd like to add the ability to attach effects to weapons, but adding support for real custom effects might flow hand in hand with that.
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October 28th, 2016, 20:11 #12
It allows custom conditions to be created that can be applied to yourself or the target, and then the conditional operators IF: (condition on yourself) or IFT: (condition on target) can be used.
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October 28th, 2016, 20:24 #13
Yikes, that's impressive, I think it is very near what I was asking for. Thanks Trenloe
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October 28th, 2016, 21:03 #14
The DMGTYPE keyword is really intended for situations where, for example, a weapon becomes temporarily magical or where a spell might allow a weapon to do fire damage in addition to it's normal damage. It's also used extensively to indicate that an NPCs attack is treated as magical. It's not, I think, really intended to add a permanent effect onto a weapon or a PC or an action.
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April 6th, 2022, 17:01 #15
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On a similar note, one of players is playing an Artificer of the Armorer variety. He wants to use his Infuse ability to Enhance his Lightning Launcher on his armor.
So Infuse (Enhance Weapon) makes the targeted weapon magical and gives it a +1 bonus.
The Lightning Launcher is a Ranged +2 weapon that does 1d6 Lightning damage.
If he infuses it, does that make it Ranged +3 and 1d6+1 Lightning, Magical damage?
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April 6th, 2022, 17:14 #16
That's how I would do it. Though "Magical" is probably not needed since the only time that I'm aware of that Magical comes into play is for slashing, piercing, bludgeoning damage from non-magical sources.
edit:Actually, if the infusion is temporary, you could add an effect like;
ATK:1; DMG1, magical
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April 6th, 2022, 17:24 #17
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December 7th, 2022, 07:30 #18
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Is there a way to remove/ replace a damage type, rather than add one? As in "your damage is radiant instead of its normal type"?
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December 7th, 2022, 08:04 #19
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