Because i was thinking of using them to take advantage of the new "On Fire" buff. PS, I think this buff should be triggered by nearly all fiery items and spell effects. For example, The infernal potion could buff could trigger the "On Fire" buff contually over 60 turns, so that the player has the effects of the "on fire" buff in addition to everything else. The infernal potion buff could even offer bonuses to offset the debuff of the "on fire" effect.
There's problems with both of these. The thing is that it has a dot attached, which doens't correctly relate to the buff, so if say a mine set things on fire, then every turn enemies on that would get another stack of the 13 dot. EDIT: The infernal potion could have issues with negative theoretically
I have no plans to use any of the oil slick stuff. That was an idea we were kicking around in Alpha that never worked very well ...
Can't really make use of triggering status effects like oil slick in any meaningful way against enemy monsters because the requirebuffontrigger effect only checks the player. I made a thread in the suggestions forum about it. http://community.gaslampgames.com/t...-fire-covered-in-oil-wet-etc.4499/#post-51817
Yeah, I really liked the oil mechanic, but we never did anything decent with it. If people think they can make it work, go for it.
If requirebuffontrigger will someday check monsters for buffs, then I suppose someone will. Until there's a way to check for a buff effect on an individual monster, it's not really viable.
After working on the item set code I'm starting to think that more things are possible than people are realizing. Or people don't want to do the somewhat ridiculous workarounds to do things within the Dredmor XML logic. For instance, checking for a buff / debuff on a monster: Couldn't you make the associated buff / debuff effect on the monster cast an large aoe dummy buff / debuff that would get applied to the player, and then whatever you are casting from the player can just check for that dummy buff / debuff for whatever added effect that you want. I'm pretty sure that would work... EDIT: Hmm... wouldn't be able to tell which monster the dummy buff / debuff is coming from. Thwarted again by the Dredmor XML Logic...