Modify Damage (Power Type)
Modifies the damage this entity deals or takes.
Modifies damage. Which side it applies to is decided by target_used, and the two aliases exist so you never have to write that field: apoli:modify_damage_dealt sets it to false, apoli:modify_damage_taken sets it to true. Use the aliases — they read better.
Type ID: apoli:modify_damage (aliases apoli:modify_damage_dealt, apoli:modify_damage_taken)
Fields
| Field | Type | Default | Description |
|---|---|---|---|
modifier | Attribute Modifier | optional | A single modifier applied to the damage amount. |
modifiers | array of Attribute Modifier | optional | Several modifiers, applied in operation order. |
target_used | Boolean | false | false modifies damage the holder deals; true modifies damage the holder takes. Filled in for you by the two aliases. |
damage_condition | Damage Condition | optional | Only apply to damage matching this. |
bientity_condition | Bi-Entity Condition | optional | Only apply for this attacker/target pairing. |
Examples
Hit 50% harder:
{
"type": "apoli:modify_damage_dealt",
"modifier": {
"operation": "multiply_base_multiplicative",
"value": 0.5
}
} Take a quarter less damage from explosions only:
{
"type": "apoli:modify_damage_taken",
"damage_condition": { "type": "apoli:explosive" },
"modifier": {
"operation": "multiply_base_multiplicative",
"value": -0.25
}
} A classic weakness — double damage from a specific source, which is how most origins are balanced:
{
"type": "apoli:modify_damage_taken",
"damage_condition": {
"type": "apoli:in_tag",
"tag": "minecraft:is_fire"
},
"modifier": {
"operation": "multiply_base_multiplicative",
"value": 1.0
}
} Only hit undead harder, using the pairing rather than the damage:
{
"type": "apoli:modify_damage_dealt",
"bientity_condition": {
"type": "apoli:target_condition",
"condition": { "type": "apoli:in_tag", "tag": "minecraft:undead" }
},
"modifier": { "operation": "multiply_base_multiplicative", "value": 1.0 }
}
multiply_base_multiplicativewith-1.0reduces the damage to zero, which is a softer way to write immunity thanapoli:invulnerabilitybecause other powers can still add to it afterwards.