Cute little interaction I think is fun, but wanted to let you know about; Apparently the Heart of Ice aura is counted as a condition, meaning it will apply Reverberation with the Boots of Stormy Clamour or Encrusted with Frost with the Coldbrim Hat.
I don't mind it, but I don't know if it was intentional?
(Edit: You also made it into a pretty good front-line weapon for a Str based character, because Heart of Ice also applies to its own +1d4 Cold when using it as a weapon. Which I think is neat)
It should work similarly to Phalar Aluve auras. If these auras trigger "on condition" effects, it will apply to Heart of Ice as well. But I'll see if it is possible to avoid this interaction.
Heart of Ice applying to its own staff cold damage is intended. Monks, rejoice!
So.. all other statuses do trigger "OnStatusApply" effects.
I am not sure if it is possible to extend this list of statuses safely. But we can adjust conditions for affected items and exclude "Heart of Ice target" status specifically.
and not StatusId('MAG_COLD_STAFF_HEART_OF_ICE_TARGET')
I've added an optional file wihch adjusts conditions for:
Coldbrim Hat
Diadem of Arcane Synergy
Boots of Stormy Clamour
Please give it a try. It should fix the problem with items in the base game.
At first, I wondered why it was "weak" like you thought people would, but your explanation made me realize it's not even close, I'm glad I read the desc. Very solid work, I always felt a weapon that was so unique to collect and build should be at least just a little bit better, ya know?
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You may still use original cantrip directly.
I don't mind it, but I don't know if it was intentional?
(Edit: You also made it into a pretty good front-line weapon for a Str based character, because Heart of Ice also applies to its own +1d4 Cold when using it as a weapon. Which I think is neat)
Heart of Ice applying to its own staff cold damage is intended. Monks, rejoice!
It also works with Drakethroat Glavie and Flail of Ages in cold mode. Makes "everything cold" a little bit better.
Base game has the following helper-function which applies to items with "OnStatusApply" effect:
function StatusDoesNotInvokeOnStatusApply()
return StatusId('PERFORM_POSITIVE_DOS2_1')
| StatusId('PERFORM_POSITIVE_DOS2_2')
| StatusId('PERFORM_POSITIVE_DOS2_3')
| StatusId('DOS2_JOIN_1')
| StatusId('DOS2_JOIN_2')
| StatusId('DOS2_JOIN_3')
| StatusId('PERFORM_POSITIVE')
| StatusId('PERFORM_POSITIVE_THEPOWER')
| StatusId('PERFORM_POSITIVE_STARGAZING')
| StatusId('PERFORM_POSITIVE_BARDDANCE')
| StatusId('PERFORM_NEGATIVE')
| StatusId('DASH')
| StatusId('DASH_STACKED')
| StatusId('DASH_STACKED_2')
| StatusId('SNEAKING')
| StatusId('SNEAKING_CLEAR')
| StatusId('SNEAKING_LIGHTLY_OBSCURED')
| StatusId('SNEAKING_HEAVILY_OBSCURED')
| StatusId('DISENGAGE')
| StatusId('NON_LETHAL')
| StatusId('MONK_SOUND_SWITCH')
| StatusId('FLANKED')
| StatusId('MAG_FROST_DURATION_TECHNICAL')
| StatusId('MAG_FROST_FROZEN_CHECK_TECHNICAL')
| StatusId('MAG_RADIANT_RADIATING_ORB_DURATION_TECHNICAL')
| StatusId('MAG_ZOC_FORCE_CONDUIT_DURATION_TECHNICAL')
| StatusId('MAG_FIRE_HEAT_DURATION_TECHNICAL')
| StatusId('MAG_THUNDER_REVERBERATION_DURATION_TECHNICAL')
| StatusId('MAG_PSYCHIC_MENTAL_FATIGUE_DURATION_TECHNICAL')
end
So.. all other statuses do trigger "OnStatusApply" effects.
I am not sure if it is possible to extend this list of statuses safely. But we can adjust conditions for affected items and exclude "Heart of Ice target" status specifically.
and not StatusId('MAG_COLD_STAFF_HEART_OF_ICE_TARGET')
I've added an optional file wihch adjusts conditions for:
Please give it a try. It should fix the problem with items in the base game.