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So what exactly triggers a triggeroncast trigger?

Discussion in 'Modding' started by Essence, Feb 15, 2012.

  1. Essence

    Essence Will Mod for Digglebucks

    I got this skill, Kung Fu. One of the things it does is, when you reach Pyrotechnical Emanations of the Buried Vegetable, you get a 12% chance to proc Infernal Torus whenever you cast a spell.

    I thought this would be all good, except that for whatever reason, the Torus procs from time to time when entering another Kung Fu stance, despite the fact that the stances are all on cooldown and have no Mana cost. So if it's not based on Mana cost, what the hell defines a "spell" for the purposes of triggeroncast?

    Thanks!
     
  2. Lorrelian

    Lorrelian Member

    I think it's anything that appears on the skill bar. I've had Thaumaturgical Conflux, or whatever it's called, trigger when I used Thaumaturgical Tap or even the Transmuter ability from Alchemy. Thus, if your Kung Fu stances are applied like other buffs, I'd assume they can trip triggeroncast abilities.
     
  3. Essence

    Essence Will Mod for Digglebucks

    Now that's odd, because I could swear they did this whole dance when they first released triggeroncast in 1.09A, and they set it so that non-spell skills didn't trigger triggeroncasts. That could make Wild Magic a very very different beast from what it's intended. :(
     
  4. Lorrelian

    Lorrelian Member

    Hm... maybe I'd better go back and double check that. The one character I had where I noticed that is long since dead, but there's always debug mode...
     
  5. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    I can confirm the thaumaturgic conflux triggering off of all sorts of skill bar uses, including it's own tap level. May need to go test it with various low-cool-down activated skills.
     
  6. badboy80

    badboy80 Member

    How do you even turn on debug mode?
     
  7. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    In steam, select the game, and right-click to get to "properties", IIRC. There's be a field where you enter "-debug-flag" and click ok. Then you launch the game as per normal. From the maingame menu, click on the list of keyboard shortcuts, and scroll down the list that opens to see all the cool little abilities it unlocks, like being able to level up on command, fill your inventory with items of the current floor, and use trapdoors down a floor. I'm directing you from memory, so there's a good chance I'm referring to something or other by the wrong name. "-debug-flag" is definitely correct, though.

    Tangential, but off-topic: The existence of debug is part of why play-balance of mods is important to me. I feel that if someone wants an easier version of the game where they can blitz through with no risk or tension, they might as well just turn on the debug. Therefore, mods should either maintain current difficulty or get harder than default.