OK, I expect to have a few problems because Archmage is quite complicated, so I'm starting a thread. Here are the problems I'm currently having with this mod: #1) Fungus Amongus. This should, in theory, create a cloud that sets a trigger onto monsters walking through it that will, if they die in or shorty after leaving the cloud, turn them into mushrooms shortly after they die. Code: <spell name="Fungus Amongus" type="targetfloor" mineSpriteDrawOrder="0" mineTimer="24" mineUseGlints="1" mineGlintDensity="8" mineSpritePNGSeries="sprites/sfx/smokepuffA/smokepuffA" mineSpritePNGFirst="0" mineSpritePNGNum="8" mineSpritePNGRate="120" mine="1" mineradius="4" minepermanent="1"> <effect type="dot" amount="3" resistable="0" spell="Fungal Blossom Trigger"/> <anim sprite="sprites/sfx/skathas_roots/skathas_roots" frames="6" framerate="100" sfx="roots" centerEffect="0" /> </spell> <spell name="Fungal Blossom Trigger" type="targetmonster"> <effect type="trigger" resistable="0" amount="4" spell="Fungal Blossom"/> <buff usetimer="1" time="1" icon="skills/placeholder64.png" smallicon="skills/placeholder32.png"> </buff> </spell> <spell name="Fungal Blossom" type="targetcorpse" downtime="1" icon="skills/rogue/skill_mushroom_lore2_32.png"> <description text="Cast this on a corpse to turn it into a delicious fungi!"/> <effect type="spawnitematlocation" itemName="randommushroom"/> <impact sprite="sprites/sfx/glintA/glintA" frames="5" framerate="60" sfx="ping" /> </spell> As it stands, it creates the mine, the skatha's roots graphics go off normally. There's never a buff icon on the monsters' little mouseovers, but that might be a matter of the way the timing happens, IDK. Here's the kicker -- some corpses are properly consumed, and some aren't, but there's never a mushroom spawned. Any ideas? More later, I'm sure. And thank you!
try copypasting the buff effect from a negative buff effect that you know will work on monsters, then make the changes. Also, try changing fungal blossom trigger to target rather than targetmonster and make it a delayed trigger rather than a dot.
Ok, great start. The Fungal Blossom Trigger is now showing up correctly on monsters, and the corpses are all correctly being eaten. Now there's just the problem of no mushrooms showing up at all, ever. [EDIT]Apparently, there's just a problem with combining spawnitematlocation with randommushroom, because if I switch it to just type="spawn", it puts the mushrooms in your bag just fine. I should have guessed this from the way the new Fungal Arts uses spawnitemfromlist, I guess.[/EDIT]
I want to help, but coding is not my forte. Looking at the code, the messages in bold seem most relevant: <mushroomSkills> <ability name="Mushroom Farmer" icon="skills/skill_mushroomlore.png" skill="28" level="0"> <description text="You collect molds, spores, and fungus. You like to grow mushrooms on the bodies of your enemies. Sometimes this comes in handy; usually it's just weird. Spores have a chance to be automatically planted when you defeat an enemy."/> <!-- <spell name="Spore Stash"/>--> <targetKillBuff name="Sporification" percentage="27" /> <resistbuff toxic="1"/> </ability> <ability name="Slime-herder" icon="skills/rogue/fungus1_64.png" skill="28" level="1"> <description text="By studying the lore of the Slime-herders from the Mushroom Jungles of Smome, you gain the ability to summon a fiercly loyal mushroom-beast. You can also plant a greater variety of fungi."/> <spell name="Summon Slime"/> <targetKillBuff name="Fungling" percentage="23" /> <resistbuff toxic="1"/> </ability> <ability name="Moldsmith" icon="skills/rogue/fungus2_64.png" skill="28" level="2"> <description text="You can transform a mushroom into another random mushroom, if such a trick tickles your fancy. You can also grow a greater number of mushrooms at the same time."/> <resistbuff toxic="1"/> <spell name="Mushroom Transmutation"/> <targetKillBuff name="Sporification" percentage="11" /> </ability> <ability name="Battle Mycology" icon="skills/rogue/fungus3_64.png" skill="28" level="3"> <targetHitEffectBuff percentage="15" name="Mid-Range Toxic Spore Cloud" /> <description text="With increased knowledge of mushrooms, you enhance your melee attacks with occasional clouds of confusing, toxic spores. You will also grow even more mushrooms, like some kind of mycological cornucopia."/> <resistbuff toxic="1"/> <targetKillBuff name="Fungling" percentage="13" /> </ability> <ability name="Fungal Master of Yuggoth" icon="skills/rogue/fungus4_64.png" skill="28" level="4" > <description text="As the Mi-go once did (and shall again), you can summon living weapons of fungus to serve your will. You might also cause mushrooms to burst from the corpses of your fallen enemies." /> <resistbuff toxic="1" /> <spell name="Summon Mushroom Beast" /> <targetKillBuff name="Fungal Bloom 1" percentage="5" /> <targetKillBuff name="Fungal Bloom 2" percentage="5" /> </ability> </mushroomSkills> Are you including a percentage? Are you using Sporification or Fungal Bloom? I hope this helps, but I'm sure these are all things you've thought of already. Good luck!
Yep. I got it working like I want by using a spwanitemfromlist (which is automatically atlocation) and just listing all of the available mushrooms. Ruigi's suggestion of switching from a dot to a delayed trigger was I think the answer I needed.
New problem! Code: <spell name="Eldritch Shield" type="self" icon="skills/eldritchshield32.png" wand="0"> <buff usetimer="0" removable="1" icon="skills/eldritchshield64.png" smallicon="skills/eldritchshield32.png"> <resistbuff acidic="1" aethereal="1" asphyxiative="1" blasting="1" conflagratory="1" crushing="1" existential="1" hyperborean="1" necromantic="1" piercing="1" putrefying="1" righteous="1" slashing="1" toxic="1" transmutative="1" voltaic="1"/> <secondarybuff id="10" amount="1"/> <playerHitEffectBuff percentage="100" name="Eldritch Shield Effect"/> <description text="You trade mana for not getting hurt. It's usually a good deal, but beware of angry mobs."/> </buff> </spell> <spell name="Eldritch Shield Effect" type="self" icon="skills/eldritchshield32.png" wand="0"> <effect type="spellpoints" amount="-1"/> <anim sprite="sprites/sfx/mystic_hit/mystic_hit" frames="5" framerate="60" centereffect="0" sfx="blast" /> </spell> This buff is creating the requisite effect (1 of every non-basic resistance +1 Armor Absorb), but it's NOT eating 1 magic point each time you get hit. No idea why. Any ideas?
I doubt it -- Eldritch Shield Effect is type="self", that should make sure the target is correct. I added an anim to Eldritch Shield Effect, and I can verify it's not triggering at all.
last I checked drainMana was a percentage, not an amount, and it was all borked regardless. It's been fixed though: Nicholas pointed out that I needed to move the triggered spells before the spell that triggered them. I'm retarded.
Not really. In some programming languages, it's the reverse - data that is being referenced needs to be further in the code than the data that calls for said reference. Granted, it's more common for it to be the way it's here, but with as many programming languages as are present in the world, it's difficult for them to have any sort of *constant* standards (other than the "it has text" bit, but that's just as great of a standard as "humans being alive" is). And hey, you just learned a little more about the evil that is writing code.
See but not all programming languages follow the "it has text" part. Take for example Piet :http://en.wikipedia.org/wiki/Piet_(programming_language). You could also say that whitespace doesn't follow it.
Hush, Null, you're wrecking my fun. I had to use something that was common for as many programming languages as possible as an example, and there's nothing more common than that. I admit I didn't know about Piet, though. But I never really cared about esoteric languages.
https://en.wikipedia.org/wiki/Brainfuck It is a programming language. And the word starting with the letter "F" is not profane at all. It is simply an old farming term for sowing a seed. Get your filthy minds out of the gutter if you think otherwise. There is ample evidence of this fact.
Actually, etymologically, the root word is a shared word in Germanic languages that refers to the act of striking something. For some reason, possibly onomatopoeia, it became associated with sexual activity in German, Norwegian and Swedish, among others. I had a classmate in one of my writing classes who was obsessed with the history of profanity (he could tell you the origins of several other words as well, but this one is the only one I remember, possibly because its simplest).
I recall reading several old books written in very old English wherein there were references to farmers "Effing" the fields in the spring. I am reasonably certain they were not meaning the farmer was humping a soft spot in the dirt. But sexually speaking, "Effing" something is now also often known as "Knocking" it up. Both sexual and striking references are interchangeable in these examples. And plants still "Eff" one another. They just do so in a more profuse and yet subtle manner. (Oh my God! It's all over the place! Those filthy plants spewed it all over me!) (All examples of "Effing" are paraphrased for the safety of those whose minds shut down at the sight of certain words that I avoid mentioning without good reason.)
Actually, I think "Knocking up" has nothing to do with the root words of some profanity and a lot more to do with the power of association. But really, I think we should just give Essence his thread back now...
Actually, my wife liked Peit enough that she told her whole family about it and is earnestly looking into learning it. But other than that, yes, having my thread back would be nice.