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Spell trigger on effect end?

Discussion in 'Suggestions' started by TSED, Jan 27, 2012.

  1. TSED

    TSED Member

    If it could be programmed in, so many awesome things could be done. Buffs that morph into debuffs, debuffs that morph into heals / etc., buffs that cycle, debuffs that cycle, on and on the list goes. I thought it'd be how recursive curse works, but, um, nope?

    Basically, it'd open up entire new lines of thinking for mods. Imagine a defensive buff that heals when it gets knocked off after a number of hits, or some hyper-offensive buff that makes you explode after you get hit (I'm thinking of the currently-existing radiant mage mod). Delayed heals or damage spikes (oh there's a boss monster deep in the zoo? I'll have time to wait the 20 turns for this damage spike to go off...). I remember I used to play EQ, and the game instantly became significantly more interesting when they finally coded that in - both encounter design and player abilities drastically changed.


    I, however, have no idea how difficult this would be to impliment.
     
    Wi§p and Rarefied Horse Meat like this.
  2. Null

    Null Will Mod for Digglebucks

    Well you can have it as a timed thing, and that's entirely possible at the moment without this. But otherwise I know this has already been suggested but I guess it brings the idea up again.
     
  3. TSED

    TSED Member

    Ah, my bad. I am pretty new around here. I just found the "modders request thread" about 5 minutes ago, and whoops, that was embarrassing.

    Anyway, I was thinking of a capstone which had an upkeep cost but cancelling it was a heal (and cancelling maintained buffs doesn't use your turn, does it?). So it was along those kinds of lines: not specifically timed. Oh well. I can live without it.