Suggestion about fire damage removing Wet : you could remove the IsSpell() part. With only IsDamageTypeFire(), any fire explosion or burning removes Wet, which makes perfect sense.
I found a minor error, that most probably has no effect. At the end of OnApplyFunctors, you have an extra semi-colon; I presume it has no impact.
Ignore the following : I had badly written the remove condition. Your code works. Using part of your code, it turns out any type of damage removes the Wet condition.
Question : if I wanted the Wet status to add a bit of damage with Lighting notably, either +1d6 or maybe +20%, how would I write that in the file or Toolkit?
I am studying the various Wet mods, but not sure how to do the above. I think many DMs might add a bit of damage (though never Vulnerability/x2 of course) :P
EDIT: nevermind. I just noticed that Electrified Water does 1d4 damage per turn, so the logic is already there.
I wonder if the following would work (inspired from another mod) : IF(SpellDamageTypeIs(DamageType.Lightning)):RollBonus(Damage,+1d6,Lightning)
Hey, I like this mod. So much so that LillyBird and I included it in Listonomicon. "Listo" is a Wabbajack-powered mod list, that works almost identically to Nexus Collections but uses a community alternative to Vortex to help users download mods from Nexus, put them in the correct order, and prepare their game to play. No mods are repacked, stolen, or distributed directly - users are still directed here, just like with Collections, to download from your Nexus page and ensure you are given the proper download credit.
Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.
You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."
If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
I'm trying to replicate this mod's effects into the Damage Combos mod https://www.nexusmods.com/baldursgate3/mods/5368
The advantage on hit is pretty straight forward, but I'm unsure how to apply advantage on damage roll and more importantly, remove the appropriate resistances/immunities without applying vulnerability
Example for freightened applying advantage for Psychic:
new entry "FRIGHTENED" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "h08166cc8g5846g432cgbdbfg289f214ce12a;2" data "Description" "h2b72e93dg2a01g4418gafe9gf8a1b005c2ed;1" data "Icon" "Status_Frightened" data "FormatColor" "White" data "StillAnimationType" "Frightened" data "StillAnimationPriority" "Feared" data "StackId" "FRIGHTENED" data "TickType" "EndTurn" data "Boosts" "Disadvantage(AllAbilities);Disadvantage(AttackRoll);ActionResourceBlock(Movement); IF(SpellDamageTypeIs(DamageType.Psychic)):Advantage(AttackTarget)"<-- Advantage on hit, but would like to have advantage on damage roll as well data "OnApplyFunctors" "RemoveStatusImmunity(Psychic);RemoveResistance(Fire, Resistant)"<-- Doesn't seem to do anything? data "RemoveEvents" "OnSourceDeath" data "StatusPropertyFlags" "InitiateCombat;OverheadOnTurn;TickingWithSource" data "StatusGroups" "SG_Frightened;SG_Condition" data "ManagedStatusEffectType" "Negative" data "ManagedStatusEffectGroup" "6435c10a-c67d-4f79-8813-b84b0762f92b"
Make sure always use stats validator and bg3 search engine to check similar spells, feats, statuses similar to what you wanna accomplish. so "RemoveStatusImmunity" doesn't seem like valid. Advantage on damage roll requires an aura instead.
I like the changes, but giving advantage to cold/lightning attack roll spells, leaves saving throw spells out in the cold (pardon the pun). I imagine a balanced inclusion would be giving spells such as Lightning Bolt advantage on damage rolls similar to Savage Attacker against wet targets. Certainly much less OP than vanilla or forcing disadvantage on saving throws which is another alternative.
A holistic approach would be to include optional changes to spells such as Sleet Storm and Fog Cloud to make targets wet. Even Cone of Cold could realistically make targets wet (wet status triggered after damage is rolled so not to directly benefit at first cast). This would be both immersively realistic and open up a broader tactical use of spells.
was also my 1st take for wet condition but that has to be applied to the attacker before he makes the attack, so it requires an aura instead. I am planning to bring that option later on when I level up more.
About the 2nd part I am trying to steering away from non RAW stuff, although the wet condition itself is pretty much homebrew.
16 comments
With only IsDamageTypeFire(), any fire explosion or burning removes Wet, which makes perfect sense.
I presume it has no impact.
Ignore the following : I had badly written the remove condition. Your code works.
Using part of your code,
it turns out any type of damage removes the Wet condition.I am studying the various Wet mods, but not sure how to do the above. I think many DMs might add a bit of damage (though never Vulnerability/x2 of course) :P
EDIT: nevermind. I just noticed that Electrified Water does 1d4 damage per turn, so the logic is already there.
I wonder if the following would work (inspired from another mod) :
IF(SpellDamageTypeIs(DamageType.Lightning)):RollBonus(Damage,+1d6,Lightning)
Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.
You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."
If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
Happy adventures!
The advantage on hit is pretty straight forward, but I'm unsure how to apply advantage on damage roll and more importantly, remove the appropriate resistances/immunities without applying vulnerability
Example for freightened applying advantage for Psychic:
new entry "FRIGHTENED"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "h08166cc8g5846g432cgbdbfg289f214ce12a;2"
data "Description" "h2b72e93dg2a01g4418gafe9gf8a1b005c2ed;1"
data "Icon" "Status_Frightened"
data "FormatColor" "White"
data "StillAnimationType" "Frightened"
data "StillAnimationPriority" "Feared"
data "StackId" "FRIGHTENED"
data "TickType" "EndTurn"
data "Boosts" "Disadvantage(AllAbilities);Disadvantage(AttackRoll);ActionResourceBlock(Movement); IF(SpellDamageTypeIs(DamageType.Psychic)):Advantage(AttackTarget)"<-- Advantage on hit, but would like to have advantage on damage roll as well
data "OnApplyFunctors" "RemoveStatusImmunity(Psychic);RemoveResistance(Fire, Resistant)"<-- Doesn't seem to do anything?
data "RemoveEvents" "OnSourceDeath"
data "StatusPropertyFlags" "InitiateCombat;OverheadOnTurn;TickingWithSource"
data "StatusGroups" "SG_Frightened;SG_Condition"
data "ManagedStatusEffectType" "Negative"
data "ManagedStatusEffectGroup" "6435c10a-c67d-4f79-8813-b84b0762f92b"
so "RemoveStatusImmunity" doesn't seem like valid.
Advantage on damage roll requires an aura instead.
https://bg3.norbyte.dev/
https://bg3.norbyte.dev/stats-validator
A holistic approach would be to include optional changes to spells such as Sleet Storm and Fog Cloud to make targets wet. Even Cone of Cold could realistically make targets wet (wet status triggered after damage is rolled so not to directly benefit at first cast). This would be both immersively realistic and open up a broader tactical use of spells.
About the 2nd part I am trying to steering away from non RAW stuff, although the wet condition itself is pretty much homebrew.