I have a feeling this is hugely hardcoded and I'll have to make several new item types, but I don't suppose anyone knows a half-decent method to get around the fact that all physical damage is altered to match the weapon's base damage type? So far two methods come to mind, but I'm not particularly looking forward to either: Applying the actual damage as an EffectDamageIncrease effect (not even sure if that works), or an OnHitCastSpell effect (which I'm REALLY, -REALLY- not wanting to do, because I have a bunch of other effects for unique weapons and this would be used on pretty much every weapon in the game).
For example, in vNWN:
Short Sword (Piercing 1d6 base)
Enhancement: +5 Bludgeoning, +5 Piercing
Actual Damage: 1d6+10 Piercing (or, at least, a creature with 100% Piercing immunity is entirely immune).
I don't have a chance to tinker with this any more being in work and all, but I'm assuming the only way to get around this is to make three identical items with Slashing/Piercing/Bludgeoning entries in the 2da? If so I suppose I've got some model renaming to do!
As a note: Filling the damage type 2da entry with **** doesn't work. Just thought I'd mention it before anyone gives that a thought.
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Modifié par Rubies, 05 juillet 2012 - 03:45 .