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The 2da determines static and randomised damage values.

Constants related to this 2da:

This section needs a few more notes on how this typically stacks, for instance if you have a damage bonus +3 and a damage bonus +4 which applies, why, etc.

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  • ITEM_PROPERTY_DAMAGE_BONUS
  • ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP
  • ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP
  • ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT
  • ITEM_PROPERTY_MASSIVE_CRITICALS
  • EffectDamageIncrease - can be altered to be vs. Alignment, and/or vs. Race and acts like the item damage propertis
  • EffectDamageDecrease - can be altered to be vs. Alignment, and/or vs. Race and acts like the item damage propertis
  • EffectDamageShield - Determines the feedback damage when hit.

Note it seems that it could be that ITEM_PROPERTY_DECREASED_DAMAGE also can work with this 2da but it is set to use iprp_neg5cost instead, but using values that go higher (while not showing on the character sheet correctly) do work.

Additional Values

More can be added but when 129 entries are reached in the 2da then it "overflows" on the client end (Character sheet) when showing things, but does work fine on the server end. Restricting NPC-only values to above 128 lines seem sensible.

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