#I tried the link and got this:
1 messages · Page 1 of 1 (latest)
try this link instead https://sun-dragon-cult.github.io/rqg-system/api/rqid#7-active-effects
What is it for
Adding bladesharp is a bit complicated and won't be perfect. For example you cannot add the skill percentage increase only on attack (you should not get it while parrying).
Also if you want to allow for casting varying levels, you would need a specific active effect for each one I think, since they will add different values to skill and damage
It would also affect all weapons that use the same skill (since you would need to affect the skill the weapon uses - not the weapon itself only)
so if you have 2 swords that use the same skill, then both would get the increased skill
It's not fully automated, but I usually use a token effect instead. It will disappear in 10 rounds automatically, but you need to add the percentage and extra damage yourself.
The token effects that have an orange or brown background will disappear after 10 rounds. And the ones with orange backgrounds have active effects that modify something as well.
An example of how a AE for bladesharp 3 could look would be this, but the damage add does not seem to work, probably because it's a string and Foundry 12 has changed it's previously very lax rules of what could be added. The skill increase works, but does as said increase all battleaxes that use that same skill so an actor that has an axe in each hand could not cast bladesharp on just one of them with this way of doing it.
thank you
A work around that I have been working on, is adding a second weapon just for having bladesharp cast on it. you still have to remember to add the percent to attack. but I took off the parry, so only the original can parry. it seems to flow pretty well.
That's an alternative, just make the extra weapon have ENC 0
A downside is that any weapon damage should be added to the "actual" weapon, but as long as you remember that it could work