EffectDamageReductionNegated successfully removes the hardcoded damage reduction for the duration, but I'd like to be able to check whether it *should* be removed in order to allow some scripted damage through.
I'm faking a second attack as part of ammunition OnHit properties (halfling skiprocks, splitting arrows), but currently only the real attack gets past the target's damage reduction from a magical launcher. I tried assigning the damage effect to the launcher instead of the attacker, hoping that the game engine would then recognise the enhancement on the bow or sling, but unfortunately that doesn't work. It still assigns the damage to the attacker though (instead of 'someone'), interestingly enough.
Modifié par DannJ, 08 août 2013 - 05:37 .





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