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So I found a Daemonic Diggledagger in a chest of evil..

Discussion in 'Conquest of the Wizardlands' started by Infiltrator, Aug 5, 2012.

  1. Glazed

    Glazed Member

    What do you mean? Here is the dagger's hit spell:

    Code:
    <spell name="Daemonic Diggledagger Hit" type="target">
      <effect type="trigger" spell="Fleshbore" percentage="100" affectsCorpses="0" />
      <effect type="trigger" spell="Pact Lifesteal" percentage="100" affectsCorpses="0" />
      <effect type="trigger" spell="On Fire" percentage="100" after="1" affectsCorpses="0" />
      <effect type="trigger" spell="Eldritch Inhabitation" percentage="30" after="1" affectsCorpses="0" />
      <effect type="trigger" spell="Soul Price" percentage="50" after="1" />
    </spell>
    
    Each of these triggered spells is type="target" except Soul price which is type="self". Is that the only problem with this weapon, or are there others? If there are others, then it's not as simple as making everything type="target".
     
  2. Ruigi

    Ruigi Will Mod for Digglebucks

    Code:
    <spell name="Eldritch Inhabitation" type="target" icon="skills/spells/eldritch_pillar32.png" >
     <requirements mp="24" savvyBonus="0.25" mincost="4" />  
     <effect type="bleed"/>
     <anim sprite="sprites/sfx/black_ritual/black_ritual" frames="10" framerate="100" centerEffect="1" sfx="darkmagic" />
     <buff useTimer="1" time="4" self="0" stacksize="3" allowstacking="1" icon="skills/spells/eldritch_pillar64.png" smallicon="skills/spells/eldritch_pillar32.png" bad="1" >
      <halo name="sprites/sfx/zalgoA/zalgoA" first="0" num="10" frameRate="100" centereffect="1"/>
      <primarybuff id="2" amount="-5"/> <!-- Nimbleness -->
          </buff>
     <effect type="dot" amount="3" spell="Zalgohit1" affectsCaster="1" />
     <effect type="confuse" amount="7"/>
     <effect type="trigger" spell="Thermite Center" amount="5" />
     <effect type="trigger" spell="Blast Effect A" />
     <effect type="trigger" spell="Zalgo Blast1" amount="4" />
     <effect type="trigger" amount="3" spell="Curse of the Mind" />
     <effect type="trigger" amount="1" spell="Necromantic Blinding" />
     <effect type="trigger" amount="2" spell="Lingering Weakness" />
       <effect type="trigger" amount="5" spell="Fleshbore" />
     <description text="This spell possesses the targeted being with an entity not of this reality; said entity will proceed to tear its way back to whence it came however it can, with destructive effect." />
       </spell>
    Look at eldritch inhabition, it does a bunch of stuff to the player too. These effects are triggers because this is the same exact spell as the necronomiconomics ability of the same name. It would have been a simple cut and paste job to duplicate the effect of eldritch inhabitation without its ancillary debuff effects.
     
    Kazeto likes this.
  3. Is this why the tentacle wand always applies a debuff to the player regardless of how far away the targeted monster is? I generally just sell those wands because I'm not sure how to use them properly. General question to anyone who knows!
     
  4. Kyrie

    Kyrie Member

    This happens when a monster steps on a tentacular infestator trap, Just like as you had used an Tentacle Wand.
     
  5. mining

    mining Member

    Well, compare Necronomiconomics. If you don't want to get burnt... don't play with fire.