ENG ONHIT SYSTEM

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Weapons Damage Onhit System

Some feats/spells add onhit damage to weapons. These bonuses do not appear on the PC's sheet but are visible in the weapon's properties. 3 levels of onhit damage have been implemented, so at most (as long as the PC can do it) you can have three effects on the weapon at the same time, in three different levels.

Level 1
Holy sword - divine damage
Poisoning Weapon - acid damage (it does not replace the on hit effect of arrows and weapons of pure warriors and pure barbarians)
Flame lash - magical damage (only Master of the Shroud)
Divine Strength - divine damage (Cleric)

Level 2
tymora's smile - magical damages
Mass camouflage- magical damage
Ki Damage - Magical damage
Black Staff - Magic Damages (Bhaos Shaman/Illusionist of the mountain)

Level 3
Dark fire - fire damage
Flame weapon - fire damage
Keen edge - magical damage (Narrator of Fate)
Ralling cry - bludgeoning damage

For example, a character casts tymora's smile of level 2 on a weapon that already has the onhit damage of mass camouflage. The second spell overwrite the effect of mass camouflage, because you can have only one effect of the same level. Indications on the weapon are of two types: A) indicates an amount of damage equal to 1 (not the total amount of damages applied) and the type. This only serves as an indication to the player to know what is on the weapon at that time. The total damage is always indicated in the game log. B) Onhit magic spell/talent is always "Flaming Weapon". This happens because i use the script X2_S3_Flamingd to handle the three types of onhit damage, even if they are not from fire.

Sometimes it is difficult to understand the onhit damage system.
The misunderstanding arises from the fact that on the weapon there can only be an onhit effect, whatever it may be. Normally in the basic game we can find for example onhit spells or effects such as petrification, dispel or similar things.
When we say to put onhit damage on the weapon we refer to the possibility of casting a spell/feat on it (as darke fire or poisoning). In this way we apply the effect. In order to have more types of damage on the weapon we have implemented a "multilevel" system that allows a single effect to be able to do up to three types of damage onhit different. This is easily understood from the fact that the indication that always appears on the weapon any damage onhit has above is that of a “Flaming weapon”. Each of the types of damage applied (which in our server are at most 3) is then reported by the so-called marker, which is nothing but the indication of 1 damage (literally one) plus the type of damage.
For example if we saw on the weapon written in blue:

- Flaming weapon
- 1 divine
means that we will have damage of divine type onhit

- flaming weapon
- 1 divine
- 1 acid
means that we will have divine damage and acid damage on the weapon

- flaming weapon
- 1 fire
- 1 magic
means that we will have fire damage and magic damage on the weapon

The total amount of onhit damage is always and only visible in the game log.