GI JOE RPG Launch
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  1. #571
    Quote Originally Posted by estrolof View Post
    Thanks for the quick clarification.

    I had made a curse(d item) that makes the individual weak, and reduces their ability to heal/recover. This applies disadvantage on saves vs poisons and diseases, vulnerability to poisons, and halves the amount of healing they receive.

    In light of what I've learned, I just added hidden effects to the party healers and the victim of the curse:

    To Victim: EntropyCurse; VULN: poison; DISCOND: poisoned; DISCOND: diseased
    To Healers: IFT:CUSTOM(EntropyCurse); HEALMULT: 0.5

    Seems to do what I'm looking for so far.
    You can use

    HEALEDMULT: 0.5

    Instead of adding an effect on healers.

  2. #572
    Oh, missed that command, sweet!

  3. #573
    It looks like the "two-handed" tag, such as when used in "IF: WEAPON (two-handed); ATK: 10" isn't being recognized. Other tags like "heavy" being used in it's place work, but "two-handed" doesn't.

  4. #574
    Quote Originally Posted by BlazingAzureCrow View Post
    It looks like the "two-handed" tag, such as when used in "IF: WEAPON (two-handed); ATK: 10" isn't being recognized. Other tags like "heavy" being used in it's place work, but "two-handed" doesn't.
    I'll take a look at it. I'd image the - is getting caught up in the parser somewhere

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