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Demonologist Seeds Shenanigans

Posted: Sun Jan 04, 2015 7:32 pm
by acd549
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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Re: Demonologist Seeds Shenanigans

Posted: Mon Jan 05, 2015 5:34 am
by overgoat
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

Posted: Mon Jan 05, 2015 2:49 pm
by Doctornull
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.
Ideally, the seed would get removed (and dropped into your inventory) and the Cursed curses would simply go away.

Re: Demonologist Seeds Shenanigans

Posted: Mon Jan 05, 2015 6:48 pm
by overgoat
Doctornull wrote:Ideally, the seed would get removed (and dropped into your inventory) and the Cursed curses would simply go away.
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.

Re: Demonologist Seeds Shenanigans

Posted: Mon Jan 05, 2015 7:46 pm
by Doctornull
overgoat wrote:
Doctornull wrote:Ideally, the seed would get removed (and dropped into your inventory) and the Cursed curses would simply go away.
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.
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.

Re: Demonologist Seeds Shenanigans

Posted: Mon Jan 05, 2015 9:59 pm
by overgoat
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.
Both ideas for seeds and curses sound good to me. Would be cool if they made it into 1.3.0.

Admins: It might make sense if this thread was moved to the Ideas forum.

Re: Demonologist Seeds Shenanigans

Posted: Tue Jan 06, 2015 12:35 am
by Doctornull
overgoat wrote:
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.
Both ideas for seeds and curses sound good to me. Would be cool if they made it into 1.3.0.

Admins: It might make sense if this thread was moved to the Ideas forum.
There's already work going in to making egos removable, and making stuff like Curses into an ego.

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

Posted: Tue Jan 06, 2015 12:43 am
by overgoat
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.
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.

Re: Demonologist Seeds Shenanigans

Posted: Tue Jan 06, 2015 1:16 pm
by 0player
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.

Re: Demonologist Seeds Shenanigans

Posted: Tue Jan 06, 2015 2:05 pm
by overgoat
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

Posted: Tue Jan 06, 2015 3:56 pm
by 0player
Can you explain?

Re: Demonologist Seeds Shenanigans

Posted: Tue Jan 06, 2015 6:35 pm
by twas Brillig
0player wrote:Can you explain?
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.

Re: Demonologist Seeds Shenanigans

Posted: Tue Jan 06, 2015 8:02 pm
by Doctornull
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.
If you use Nulltweaks, there's an option to get offered that choice on every Adventurer.

I could add another choice so every class gets that same choice, if you're interested.