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A problem about making elemental damage weapons. #1867
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That will also allow modders to add a infuse system etc. |
#1596 there is already an issue about this. |
Agreed. It's the logical compliment to having elemental resistances and would provide more variation for item bonuses. Putting it on the 1.15 list because I think this is long overdue. |
Further musings:
|
I think we make different absorbition stats for different damage types.
There will be a new file at engine/ named as absorb.txt
For elemental damages :
What we will add is an absorbition defining system like damage types. I know thats not adding elemental damages as stat at all but, this one looks logical. |
We cannot use
bonus=
to add elemental damage to a item so we have to usereplace_power
.Lets say power id 1 is our normal swing and power id 2 is fire swing.
We tryna make a fire longsword so there will be
replace_power=1,2
But here problem starts.
At my mod actionbar left mouse is locked, it changes by other weapons etc.
For an example when you equip a ranged weapon swing power replaces with shoot power.
But in this case there is a special weapon.
If we use fire longsword at set 1 and use any other weapon at set 2, in this case its iron shortsword.
Iron Shortsword will deal fire damage too.
Or if its a bow. There wouldnt be shoot power.
There must be a property like
bonus=fire_dmg_min,10
to make elemental weapons useable.The text was updated successfully, but these errors were encountered: