Open TogaParty opened 1 year ago
I have been tinkering with macros to transfer consumable DAE effects to a weapon. Something like this would provide a manageable system for consumable weapon 'treatments'
Enchantments work for this at the moment, but there is a limitation with using the same enchantment to apply to both a weapon and ammo. For ammo you need to apply the enchantment to the base damage:
system.damage.base.number | override | 1
system.damage.base.denomination | override | 8
system.damage.base.types | override | ["poison"]
But for weapons that would replace the base damage, so you need to target the attack damage to add a new part:
activities[attack].damage.parts | add | { "number": 1, "denomination": 8, "types": ["poison"] }
We'll need to find a mechanism to apply these two both using a single enchantment.
I guess theres also the: Treat a Weapon or x pieces of ammunition, Currently enchanting ammunition applies it to a whole stack of ammunition.
For example applying a dose of poison to a blade or arrows.
To be fully functional, attack properties should be moved to ammunition, and the player should have a mechanism to determine which ammunition they are using outside the details configuration - for an example of how this can be done, see Cyberpunk RED's implementation that allows the player to load a weapon with specific ammunition.