Demonologist Seeds Shenanigans
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Demonologist Seeds Shenanigans
I heard that you can transfer over demon seeded items to the item vault, and a non-demonologist character can benefit from the item. So, for instance, I can transfer over a piece of armor which bestows 100% stun resistance and have a character receive such a strong item early game. I hear that the anti magic practitioners can also reap this benefit.
Any merit to these said rumors?
Best,
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Any merit to these said rumors?
Best,
Avatar
Re: Demonologist Seeds Shenanigans
Looks like this is possible:
http://te4.org/user/4988/itemsvault
I put a level 49 seed on that item giving 97% stun resistance. I haven't waited the 60 minutes to try it with another character yet, but it looks like it would work. I suspect this is not intended and would be considered a bug. Items with seeds attached probably should be allowed to be transferred the same way cursed items aren't.
http://te4.org/user/4988/itemsvault
I put a level 49 seed on that item giving 97% stun resistance. I haven't waited the 60 minutes to try it with another character yet, but it looks like it would work. I suspect this is not intended and would be considered a bug. Items with seeds attached probably should be allowed to be transferred the same way cursed items aren't.
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- Sher'Tul Godslayer
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Re: Demonologist Seeds Shenanigans
Ideally, the seed would get removed (and dropped into your inventory) and the Cursed curses would simply go away.overgoat wrote:Looks like this is possible:
http://te4.org/user/4988/itemsvault
I put a level 49 seed on that item giving 97% stun resistance. I haven't waited the 60 minutes to try it with another character yet, but it looks like it would work. I suspect this is not intended and would be considered a bug. Items with seeds attached probably should be allowed to be transferred the same way cursed items aren't.
Re: Demonologist Seeds Shenanigans
I definitely agree for the seeds, but the cursed items it would be open to abuse as a cursed character could 'clean' their items in the vault and re-curse them to get the exact curses they want on all items. Maybe if the curses stayed static so they wouldn't change it would be a good solution.Doctornull wrote:Ideally, the seed would get removed (and dropped into your inventory) and the Cursed curses would simply go away.
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- Sher'Tul Godslayer
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Re: Demonologist Seeds Shenanigans
Save the curse and the item hash on the character when you vault an item. Check the character's curse table for that item when you un-vault.overgoat wrote:I definitely agree for the seeds, but the cursed items it would be open to abuse as a cursed character could 'clean' their items in the vault and re-curse them to get the exact curses they want on all items. Maybe if the curses stayed static so they wouldn't change it would be a good solution.Doctornull wrote:Ideally, the seed would get removed (and dropped into your inventory) and the Cursed curses would simply go away.
It's very little data.
Re: Demonologist Seeds Shenanigans
Both ideas for seeds and curses sound good to me. Would be cool if they made it into 1.3.0.Doctornull wrote:Save the curse and the item hash on the character when you vault an item. Check the character's curse table for that item when you un-vault.
It's very little data.
Admins: It might make sense if this thread was moved to the Ideas forum.
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- Sher'Tul Godslayer
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Re: Demonologist Seeds Shenanigans
There's already work going in to making egos removable, and making stuff like Curses into an ego.overgoat wrote:Both ideas for seeds and curses sound good to me. Would be cool if they made it into 1.3.0.Doctornull wrote:Save the curse and the item hash on the character when you vault an item. Check the character's curse table for that item when you un-vault.
It's very little data.
Admins: It might make sense if this thread was moved to the Ideas forum.
You can thank player0 (ElectronicRU on IRC) for the heavy lifting.
Ideally, it'll cover Curses, Reshaped gear, Gem-embedded gear, etc. all equally.
The only thing that would need custom code is storing the specific curse in the player on vault add, and fetching the correct curse on vault-retrieve.
Re: Demonologist Seeds Shenanigans
I was thinking it might make more sense to just generate the curse for every item at creation and just display/enable it for cursed characters. That way there is no additional work needed after the fact.Doctornull wrote:The only thing that would need custom code is storing the specific curse in the player on vault add, and fetching the correct curse on vault-retrieve.
Re: Demonologist Seeds Shenanigans
I'm 0player, not player0 
Curses use a lot of "easy code", which is like hardcode but has the property of becoming insanely more complicated once you try to whip it into shape, so it didn't make it into the original commit.
Disabling curses for characters without Cursed Aura seems like an easier way to handle it, but I'll look into it.

Curses use a lot of "easy code", which is like hardcode but has the property of becoming insanely more complicated once you try to whip it into shape, so it didn't make it into the original commit.
Disabling curses for characters without Cursed Aura seems like an easier way to handle it, but I'll look into it.
Re: Demonologist Seeds Shenanigans
Speaking of, are we ever going to see the chance for other characters to get cursed returned to the coffins in the graveyard? I always found that kind of fun, but I know it was buggy before.
Re: Demonologist Seeds Shenanigans
Can you explain?
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- Wyrmic
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Re: Demonologist Seeds Shenanigans
A while ago (before my time) the coffins in the Last Hope Graveyard could give you a "curse generic skill tree" (see wiki link). Apparently this was buggy, though, and removed by version 1.0.0player wrote:Can you explain?
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- Sher'Tul Godslayer
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Re: Demonologist Seeds Shenanigans
If you use Nulltweaks, there's an option to get offered that choice on every Adventurer.overgoat wrote:Speaking of, are we ever going to see the chance for other characters to get cursed returned to the coffins in the graveyard? I always found that kind of fun, but I know it was buggy before.
I could add another choice so every class gets that same choice, if you're interested.