Comments (4)
Nice observation. I will have to change the weapon coating to an Action (currently it's a bonus) and also implement the saving throw vs the current guaranteed damage.
I will take a little creativity freedom and not implement the part about three ammunition pieces and stick to the one minute rule only
from raw.
Quick update: Wyvern Poison's description reads
Deals 7d6 Poison damage, halved if target succeeds a DC 15 Constitution saving throw
So I thought I'd just need to replicate its behaviour and change the base damage and miss effect. Turns out, Wyvern Poison isn't working like the descriptions implies, simply dealing 7d6 poison damage without any saving throw.
I guess Larian will probably fix Wyvern Poison (there's no current way to make a status applied to a weapon force a saving throw for the target, at least I didn't find any example on the files), and when they do, I'll fix basic poison, if they don't do it themselves
from raw.
Wyvern poison is in common conditions. It says there's a saving throw but haven't tested it. Do you know how to change it to full action? Is it in roottemplate?
from raw.
Last time I tested it, I didn't see a saving throw being made. For the poison usage, I guess it's on the root template. More specifically, the entry eca393b0-3f8e-4862-814b-9e236a0d4129
has this in it
<node id="OnUsePeaceActions">
<children>
<node id="Action">
<attribute id="ActionType" type="int32" value="7" />
<children>
<node id="Attributes">
<attribute id="Animation" type="FixedString" value="" />
<attribute id="Consume" type="bool" value="True" />
<attribute id="StatsId" type="FixedString" value="POISON_WYVERN" />
<attribute id="StatusDuration" type="int32" value="3" />
</node>
</children>
</node>
</children>
</node>
I guess it has to do with <attribute id="ActionType" type="int32" value="7" />
, but I'm not sure what the number 7 means and what an action would look like.
from raw.
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from raw.