...
You cannot add additional values they are hardcoded. Best you can do is cast a custom spell (script) that does what you want which is a different item property, called On Hit: Cast Spell. See iprp_onhitspell.2da for details.
Engine Functionality
Firstly you can have multiple of these on one weapon, which can be incredibly powerful, and all will fire (if the % chance activates for them at the same time). They can overlap with a single On Hit: Cast Spell property.
Note unlike On Hit: Cast Spell they cannot be added to armor or shields to "reflect" on hit effects. Since On Hit: Cast Spell can this can be remedied by simply adding such effects there however.
Weapons with ammunition will use the ammunitions properties, eg; Arrows of Dispel Magic can work.
...
| ID | On Hit Sub Property | Chance To Trigger | DC | Duration | Effects (think "mini spell script" with everything hardcoded) | Notes |
|---|---|---|---|---|---|---|
| 0 | Sleep | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save vs. Mind Spells | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | VFX: VFX_IMP_SLEEP applied instantly to target. Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 1 | Stun | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save vs. Mind Spells | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 2 | Hold | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | Yes the save has no sub-type |
| 3 | Confusion | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save vs. Mind Spells | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 4 | n/a | Unused by the game here for reference only (possibly was Charm or Dominate, which is even more dumb then Sleep since hitting them again will cause them to lose it!) | ||||
| 5 | Daze | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save vs. Mind Spells | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | Oddly uses VFX_DUR_MIND_AFFECTING_DOMINATED not DISABLED which probably is a small bug. |
| 6 | Doom | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | VFX: VFX_IMP_DOOM applied instantly to target. Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 7 | Fear | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save vs. Fear | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 8 | Knock | 100% chance | Item Cost Parameter (iprp_onhitcost.2da) DC is used as per Effects column | n/a | Fires the spells.2da line 93, which is hardcoded (usually Knock). Only fires if the target is locked placeable or door with a open DC of <= the DC on the item property. The caster level in the script is set to 1. The DC is not passed through. | Can fire at the same time as a On Hit: Cast Spell property. Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire. |
| 9 | Slow | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | VFX: VFX_IMP_SLOW applied instantly to target. Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 10 | Lesser Dispel | 50% chance | Ignored | n/a | Fires the spells.2da line 94, which is hardcoded (usually Lesser Dispel). The caster level in the script is set to 5 (hardcoded). | Can fire at the same time as a On Hit: Cast Spell property. Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire. |
| 11 | Dispel Magic | 50% chance | Ignored | n/a | Fires the spells.2da line 41, which is hardcoded (usually Dispel Magic). The caster level in the script is set to 10 (hardcoded). | Can fire at the same time as a On Hit: Cast Spell property. Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire. |
| 12 | Greater Dispel | 50% chance | Ignored | n/a | Fires the spells.2da line 67, which is hardcoded (usually Greater Dispel). The caster level in the script is set to 15 (hardcoded). | Can fire at the same time as a On Hit: Cast Spell property. Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire. |
| 13 | Mordenkainens Disjunction | 50% chance | Ignored | n/a | Fires the spells.2da line 122, which is hardcoded (usually Mordenkainens Disjunction). The caster level in the script is set to 20 (hardcoded). | Can fire at the same time as a On Hit: Cast Spell property. Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire. |
| 14 | Silence | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Will save | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | VFX: VFX_IMP_SILENCE applied instantly to target. Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 15 | Deafness | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | VFX: VFX_IMP_BLIND_DEAF_M applied instantly to target. Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 16 | Blindness | Parameter 1 (iprp_onhitdur.2da) Default: 5% up to 75% | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save | Parameter 1 (iprp_onhitdur.2da) Default: 5 rounds down to 1 round | VFX: VFX_IMP_BLIND_DEAF_M applied instantly to target. Magical (caster level: last cast spell level) linked effect consisting of:
Applied for the amount of rounds given. | |
| 17 | Level Drain | 50% chance | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save vs. Negative | Permanent | VFX: VFX_IMP_REDUCE_ABILITY_SCORE applied instantly to target. Extraordinary (caster level: last cast spell level) effect consisting of:
Applied permanently. | Monster version can drain more than 1 level and is supernatural. |
| 18 | Ability Drain | 50% chance | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save vs. Negative | Permanent | VFX: VFX_IMP_REDUCE_ABILITY_SCORE applied instantly to target. Extraordinary (caster level: last cast spell level) effect consisting of:
Applied permanently. | Monster version is supernatural. |
| 19 | Poison | 50% chance | Item Cost Parameter (iprp_onhitcost.2da) See EffectPoison for details. | Special | EffectPoison() with the given ability damage - 1d2 of any of the particular ability scores, 2 saves done - 1 instantly and 2nd after 60 seconds. If ability scores are decreased it is a magical EffectAbilityDecrease applied. Appears in GetEffectInteger as posion ID "2". More info: EffectPoison | Monster On Hit version applies a particular poison.2da one. |
| 20 | Disease | 50% chance | Special: Dependent on disease chosen from disease.2da | Special | EffectDisease() of the given poision disease type is applied. | See disease.2da for more info on diseases. |
| 21 | Slay Racial Group | 50% chance | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save vs. Death | Instant | EffectDeath(FALSE, TRUE) applied with the instant VFX VFX_IMP_DEATH | |
| 22 | Slay Alignment | 50% chance | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save vs. Death | Instant | EffectDeath(FALSE, TRUE) applied with the instant VFX VFX_IMP_DEATH | |
| 23 | Slay Alignment Group | 50% chance | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save vs. Death | Instant | EffectDeath(FALSE, TRUE) applied with the instant VFX VFX_IMP_DEATH | |
| 24 | Vorpal | 100% chance if a critical | Item Cost Parameter (iprp_onhitcost.2da) Reflex save | Instant | EffectDeath(FALSE, TRUE) applied | Notably no VFX is run, and the saving throw isn't vs. Death (Which is more "death magic" really). |
| 25 | Wounding | 100% chance | Item Cost Parameter (iprp_onhitcost.2da) Fortitude Save | Permanent | Internal Wounding effect draining 1 HP/round, the effect type isn't magical it's the same as Feat: Knockdown and others being "not of any type" (or subtype: 0) | Notably no VFX is run Monster version doesn't use the saving throw it seems, and will apply variable amount of damage. |
...