User talk:Habreno/Dmg

== Damage Template == This is used for weapon alignment/elemental/force damage enhancements like 'Good', 'Holy', 'Acid', 'Icy Burst', 'Poison', or 'Force' to be used as a Mouse over effect in Weapon descriptions

Notes and Comments
I found an item with Coruscating on it which deals 2d6 light damage. (File:Coruscating.jpg) ShoeMaker (Contributions &bull; ) 17:23, August 22, 2012 (EDT)

It is included. Please see Template talk:Dmg1‎. I think this idea will serve the administrators and the once in a great blue moon editors the best. More variables meaning different things gets hard and complicated to remember... What if we just... Template talk:Dmg1‎ with backwards compatibility to accommodate the current uses of the template (So we don't have to worry about running the bot to change a bunch of stuffs that is static and would break previous versions of a lot of pages calling the template.)? ShoeMaker (Contributions &bull; ) 08:24, August 23, 2012 (EDT)
 * |light|incan|incandescence =
 * |light|brilliance =
 * (yes, this is coded even though it doesn't exist.)
 * (yes, this is coded even though it doesn't exist.)

Where

 * 1= is the type of damage. Possible choices are : Acid(Caustic), Cold(Ice/Boreal), Fire(Blazing/Conflagrating), Elec(Shock/Shocking/Electric/Electrifying), Sonic(Screaming/Thundering/Roaring), Good, Holy, Evil, Unholy, Law, Axiomatic, Chaos, Anarchaic, Force(Impellent), Pos(Positive), Neg(Negative), Light (Incandescence/Brilliance), Poison, Tidal, Bleed(Slicing/Hemmoraging/Phlebotomizing)
 * 2= is the level applied. Possible choices are : 0=Touch, 1=Minor, 2=(standard), 3=Burst, 4=Blast
 * 3= is the degree applied. Possible choices are : 0=(standard), 1=Greater/Absolute/(other names), 2=Supreme/Unyielding/(other names)

More Examples
These are just to show how in-depth the coding is. None of these exist in real game.