Sorry to go off on a tangent but @Sitra Achara - did you implement adamantine and cold iron DR in Temple+?
No, but IIRC it should be fairly easy to implement (@Sagenlicht came across a class that grants DR/Cold Iron I think, Warlock perhaps?)
@Sitra Achara Warlock grants DR/overcome by Cold Iron. Having DR/overcome by Silver and DR/overcome by Adamantine likely help for future developments.
We actually talked about this @Sitra Achara , because I got confused about cold and also thought Cold Iron would be missing. You digged in the code and found: Due to this I decided to use Code: D20DAP_COLD = 0x1000 as Cold Iron, I actually use it one spell to grant DR5/Cold Iron and in my warlock draft I used this as well as DR X/cold iron. It seems easier to me to just fix both Frost weapons. If you edit line 2013 in damage.mes from Cold to Cold Iron you even get a nice history log EDIT: Adamantine should be in the game: Code: D20DAP_ADAMANTIUM = 0x80
Why is fixing the frost weapons preferable to fixing DR Cold-Holy (which has to be done anyway since it should be Cold Iron AND Holy rather than OR). Seems to me it's better to leave the old D20DAP_COLD be and add a new flag for cold iron. That is unless someone can claim that there is no such thing or that no monster has DR/Cold.
I don't think there is and I am pretty sure about this. A frost weapon simply deals extra cold damage, a flaming weapon doesn't break fire DR (there is none to my knowledge) but also only deals extra fire damage, a shock weapon only deals extra elec damage etc. D20SRD about frost weapons: https://www.d20srd.org/srd/magicItems/magicWeapons.htm#frost EDIT: just to be clear, yes this would mean both have to be changed, the weapons and the critter, but the weapons shouldn't have any dr breaking type to begin with.
You're right. I remember looking it up earlier and could've sworn there was a list that included fire/cold damage but maybe I mixed it up with spell descriptors. So Cold Iron = 0x1000 it is.
I moved this to a seperate thread for obvious reasons. I actually agree with Endarire, having all this done properly is good for future development, thus seperate Cold and Cold Iron DRs that work would be good. This should, as you say, wait until there are actual Cold Iron weapons in the game. Unlike Endarire, I do NOT think it is your responsibility to add those. Anyway, that's my position. Is this the right place to ask for a seperate alchemical bonus?
Ah that's right, the "hard" part is actually adding those weapons, and/or adding them as craftables. Certainly doable too, if someone cares to put in the work. Alchemical bonus - you're referring to the bonus type granted by antitoxin? I know that Sagenlicht added an alchemical bonus type recently for some spell, so it's just a matter of using the same enum See here: https://github.com/GrognardsFromHell/DllDocumentation/wiki/Bonus-Types
Cold Iron weapon would also impose additional cost on Crafting: DMG 284 "Iron, Cold: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. For example, a +2 longsword made of cold iron would cost 10,330 gp, because the price doubles for the longsword itself (15 gp to 30 gp), the +2 enhancement bonus costs 8,000 gp, and enhancing cold iron costs an additional 2,000 gp. (The price includes 300 gp for the master-work component.) Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. A two-bladed sword with one end of cold iron and the other end steel would cost 150 gp." Therefore we have another requirement for Crafting engine improvements...
Yeah, they all cost more. Fantastic - the 'sacred' and 'profane' boni are also good to see. So, can these just be written into the Bonus Type boxes in protos.tab?
No, you are supposed to create a new Condition of your own that adds this type of bonus. That table is just used to coordinate bonus types among modders, though come to think of it codifying it in-engine is probably a good idea.
Well, when you think of all the things that can't be added to protos.tab, it would be a nice addition and really open things up for modders. Making (practically) everything a circumstance bonus sucks.
Would this be just entries in constants.py? If yes, I can volunteer for this, while doing spells, I already wondered why there are no globals for this.
Dump Conditions: Code: import debug, json def debug_save_conds(file_name): f = open(file_name, "w") o = debug.dump_conds() dm = json.dumps(o, indent = 2) f.write(dm) f.close() return List of all DR conditions: Monster DR Cold Monster DR Cold-Holy Monster DR Magic Monster DR All Monster DR Silver Monster DR Holy Monster DR Bludgeoning Monster DR Slashing Essentially we need new conditions: "Monster DR Cold Iron", for ex Bodak "Monster DR Cold Iron or Good", for ex Babau "Monster DR Cold Iron and Good", for ex Balor "Monster DR Cold Iron or Evil", for ex Eladrin "Monster DR Cold Iron and Magic", for ex NIGHT HAG Or some configurable.