Magical Items and Arcana Skill [No longer merged, hosted on Github]

…have you tested it? >.>

…gave up on npc’s before getting to that point…

Ah. Well…scheisse. Testing it the hard way now. If it doesn’t work as intended, I will eat you. o3o

…Can I offer you a clone instead?.. Ill dig thorough the source code tomorrow if it doesn’t work. I am at school right now and after I get out I am regeneration for the night.

Huehuehue. Tempting. Been source diving too. If this doesn’t work I’ll see if starting_inv or starting_gear or whatever might be valid properties, but I’ve finally got past all the errors so now it’ll start the game.

EDIT: Fuck.

Poor human corpse. We hardly knew ye.

Eheheheh. It only gets more Fun from there, trust me.

Well I was posting the pic more to show that the corpse is named “human corpse of human corpse”

Edit: Also if you wait around for an hour, all the monsters kill themselves on the pits.

…oh wow, I just noticed that. What the fuck. ._.

And yeah, I might have to replace the pits with shallow ones.

Should make it “human corpse of human corpse of human corpse of human corpse of human corpse …” etc \

Hmm. Check the various map specials and such. Do their corpses bug like that? >.<

Because code-wise the corpses spawning there should act the same, aside from not being pulped (not some of the JSON-spawned corpses aren’t pulped).

The map specials are fine. Idk.

Loving it so far, great work. Had a few thoughts on additional trinkets.

*What about a cudgel that can expend essence to give enemies the good old fashion hulk swing?

*Or a mystical weapon that transforms (Press ‘A’ when wielded) like a sling that turns into a flail…

*A consumable item (Like a token of strength or the like) that summons a very hostile and very OP monster to fight. Better yet if it only drops the same token when killed…

*Magic traps?

I really, really like your little map dungeons.

Hmm. I might see if some sort of item can be used to give disproportionate knockback relative to damage, maybe. Something like a baton of force, I guess you would call it?

Transforming weapons I’ve considered. Would be amusing for the Rod of Lordly Might. though gun-type weapons kinda can’t have any additional use actions. I have pondered one specific idea that I may or may not add sometime.

As for summoning, hmm. I’m half-tempted to make my next mapgen addition have the relevant boss be summoned rather than already present.

Magic traps, though? If only SET_TRAP could allow for more versatility. ;w;

And…thank you. There are a few mapgen derps that I have a fix PR’d for. https://github.com/CleverRaven/Cataclysm-DDA/pull/13886

Huehuehue. Been juggling too many PRs today. I still need to work on the mapgen that’ll be associated with the Sanguine Order. X3

I was sorely tempted to ponder magitech. Almost wonder if that mini-hakkero mentioned previously could factor into it.

In fact I was tempted to add a FF1 reference for my designated floating mapgen addition and have the boss monster be Warmech, before I went with the Archon instead.

Id addition, while I’m pondering a good place to add a magic laser thingy, and while doing work on an aquatic structure, I’ve noticed a slight disparity in the three main crafting books. I hunger for ideas to fill this. owo

The Cleansing Flame:
Book: The Cleansing Flame
Tool: Hammer of The Hunter
Melee: Incorruptable Sword
Ranged: Wraithslayer Crossbow
Armor: Gilded Aegis, Mask of Insight

Keepers of The Oath:
Book: Oaths to The Chalice
Tool: Offering Chalice
Melee:
Ranged: Symbol of Judgement
Armor: Thunder Gauntlets

Sanguine Order:
Book: Sanguine Codex
Tool: Silver Athame
Melee: Veinreaver
Ranged: Hellfire Stave (need to fix the booklearn)
Armor: Revenant Crown

How’s this for a suggestion?

Penitent’s Knout - Acts as a whip but can be 'A’ctivated to self-flagellate, bestowing a ‘mystical fervor’ of some sort.

or perhaps:

Slumbering Spear - A heavy leaden spear that deals blunt damage, but may be briefly ‘awoken’ to preform a single powerful strike.

If it were possible I’d suggest a weapon that only functions at day/night


Unrelated note, have you thought of added a morale bonus to some of this mods items for those that have the spiritual perk?