Poisons that would do damage on hit now function as they should have thanks to custom technical statuses that mirror the functionality of vanilla passives. - Serpent Venom Toxin, Wyvern Toxin and Purple Worm Toxin; all the others were working as expected.
Fixed a rogue semicolon that may or may not have been a problem in throwing entries.
Fixed Simple Toxin being mistakenly listed twice, and incorrectly included alongside the basic Dipped in Poison status, which functions differently.
Version 1.1.4.1
Added support for the 1d6 Lightning damage on Charge-Bound Warhammer.
Version 1.1.4.0
Updated for Patch #8:
Elemental Cleaver for Giant Barbarian works now. I also added it to Frenzied Throw just incase you use some mods that frankenstein subclasses together, so nobody is left wondering why it wouldn't be compatible.
Included other minor adjustments from the updated entries where appropriate.
This update is still perfectly functional for use on Patch #7.
Version 1.1.3.2
Fix a tiny whoopsy where the technical status was visible on sussur weapons when it's just for background functionality.
This release was accidentally "1.3.1.2" instead of "1.1.3.2".
Version 1.1.3.1
Fixed Sussur weapon functionality. I added a custom status to the root templates but never actually made the status, now the technical should function.
Changed the silence from a static DC 12 Con save to a ManeuverSaveDC()+2 like many others, so it scales.
Version 1.1.3
Fixed a vanilla bug where the Sussur Dagger would yeet itself from existence when thrown successfully at a target. The physics template for the Sussur Dagger didn't reference a "SourceFile". Instead of just swapping it to use a different physics template I properly repaired the broken one.
Version 1.1.2
Fixed the Divine Smite inheritance, I accidentally overwrote the whole entry with a single field, essentially gutting the spell entirely lmao.
Version 1.1.1
Reckless Attack is now just for melee weapon attacks and throwing. Interestingly it seems this was intended as the "RECKLESS_ATTACK " status specifies thrown attacks, and actually does give them advantage for the rest of the turn once the status is applied. It's just not present in the passive, spell, or reaction for whatever reason.
Version 1.1.0
Added support for the following:
Sussur weapons silence effects: Overwrote the root templates, also fixed the description to state there is a constitution saving throw.
Vision of the Absolute's extra damage against many-eyed creatures and blindness save
Helmet of Arcane Acuity - Battle Acuity passive: Added thrown
Killer's Sweetheart - Executioner: Added ALL attacks, per the description (this was changed in Patch #6 for some reason)
Band of the Mystic Scoundrel - Illusion Quickening passive: Added thrown
Divine Smite spell (reaction only): Added thrown (will add more smites and spell reactions in the future)
Brutal Critical - Barbarian feature: Added thrown
Wrath: Added thrown
Savage Attacks - Half-Orc racial: Added support for unarmed and thrown
I had all damage as non-magical prior, it's now split and appropriate.
For example, poisons don't do magical damage, but a poison status on a weapon or from Broodmother's Revenge is magical damage. Dipping your weapon in fire is not magical, but Everburn Blade's fire damage is.