Poison + Assassinate :(
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Poison + Assassinate :(
At the moment it is impossible to apply a crafted poison after you have used the -assassinate feature. On trying to do this, you are given feedback that the weapon is already coated in poison.
It is happening because they are using the same temporary weapon properties. The temporary property from -assassinate remains on the weapon for 30 mins, so you’re almost never getting to use poisons once you’ve tried to assassinate something. This is particularly frustrating if you make common use of both of these functions, which assassins tend to do!
A way to fix this might simply be to have the use of a crafted poison stack with the properties from assassinate. Alternatively, have them override current ones.
Stack:
- Can use Assassinate then Poison without a problem (the same as currently using Poison then Assassinate, which currently works)
Edit: I say ‘currently works’, but it should be noted that this only works once. Then you’re stuck.
Override:
- Should be easier to apply to current scripts.
- Will allow people to change a poison, as one poison might be good for one enemy and then the use of another replaces it for the next enemy.
It is happening because they are using the same temporary weapon properties. The temporary property from -assassinate remains on the weapon for 30 mins, so you’re almost never getting to use poisons once you’ve tried to assassinate something. This is particularly frustrating if you make common use of both of these functions, which assassins tend to do!
A way to fix this might simply be to have the use of a crafted poison stack with the properties from assassinate. Alternatively, have them override current ones.
Stack:
- Can use Assassinate then Poison without a problem (the same as currently using Poison then Assassinate, which currently works)
Edit: I say ‘currently works’, but it should be noted that this only works once. Then you’re stuck.
Override:
- Should be easier to apply to current scripts.
- Will allow people to change a poison, as one poison might be good for one enemy and then the use of another replaces it for the next enemy.
RP only starts at 30 if you're a coward.
Guide to RP: https://www.youtube.com/watch?v=zZK2325DLsE
Re: Poison + Assassinate :(
Bumping this again. I assume it is a similar issue to the recent Bless Weapon + Spellsword Imbue bug.
RP only starts at 30 if you're a coward.
Guide to RP: https://www.youtube.com/watch?v=zZK2325DLsE
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Re: Poison + Assassinate :(
Much appreciated!!
RP only starts at 30 if you're a coward.
Guide to RP: https://www.youtube.com/watch?v=zZK2325DLsE
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- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
Re: Poison + Assassinate :(
This is not going to be a simple one from the looks of it. Both the assassin damage bonus and the majority of our fancy poisons are unique onHit unique power "spells." So are a lot of other features. Honestly, it all probably warrants a new function library for more intelligently managing those RUN_ON_HIT_* scripts at this point, the number of them we're accumulating. I'll run this by some of the others for thoughts but can't promise an immediate resolution for this one myself.
Done.
Re: Poison + Assassinate :(
Possible solution?
Have the use of -assassinate determine the race of the target, and instead add an untyped magical damage (made to not crit) vs that race apply to the assassin. It could refresh upon the death of something of that race, so that it continues to be used only vs one target.
Have the use of -assassinate determine the race of the target, and instead add an untyped magical damage (made to not crit) vs that race apply to the assassin. It could refresh upon the death of something of that race, so that it continues to be used only vs one target.
RP only starts at 30 if you're a coward.
Guide to RP: https://www.youtube.com/watch?v=zZK2325DLsE