Buff Wizard Phylactery Artifact?
- Phalanx300
- Joined: Fri Aug 08, 2014 7:26 pm
- Byond Username: Phalanx300
Buff Wizard Phylactery Artifact?
This artifact allows the wizard to combine his soul with an item (once he is on the station!), he can then respawn at that station when he is killed. However currently if the body is gibbed he wont respawn. This becomes a problem because after the first death it takes four minutes which only keeps increasing. This essentially ruins the use this item would have. The entire idea of a Phylactery is that it must be destroyed before you can reform yourself at the item. The item also changes color making it very obvious if someone sees it.
Thoughts on buffing this spell/artifact?
Thoughts on buffing this spell/artifact?
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
- ExplosiveCrate
- Joined: Fri Apr 18, 2014 8:04 pm
- Byond Username: ExplosiveCrate
Re: Buff Wizard Phylactery Artifact?
I'm just going to emptyquote this
Scones wrote:BUFF
BUFF?
BUFF BIND SOUL?????
i dont even know what the context for my signature was
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: Buff Wizard Phylactery Artifact?
Huh, it has to be broken to use it to return? that doesn't make sense at all.
Better idea, if it's on someones person it should allow you to mindswap them, putting them in your corpse, and you in their body.
Give people a chance by automatically changing the tooltip for examine to "It pulses with a magical aura"
Then the game for it becomes hiding it in a semi useful item that people are likely to grab and keep.
Better idea, if it's on someones person it should allow you to mindswap them, putting them in your corpse, and you in their body.
Give people a chance by automatically changing the tooltip for examine to "It pulses with a magical aura"
Then the game for it becomes hiding it in a semi useful item that people are likely to grab and keep.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Buff Wizard Phylactery Artifact?
It's worth the single spell slot to become a skeleton alone honestly. It's good that you can gib him to stop him respawning from a pen he left in space forever.
- Xhuis
- Github User
- Joined: Mon May 26, 2014 1:04 pm
- Byond Username: Xhuis
- Github Username: Xhuis
- Location: North Carolina
Re: Buff Wizard Phylactery Artifact?
https://tgstation13.org/wiki/Secret_mirror_techniqueKor wrote:It's worth the single spell slot to become a skeleton alone honestly.
I'm an ex-coder for /tg/. I made the original versions of clockcult, shadowlings, revenants, His Grace, and other stuff.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
Kraso wrote:hi gay
wubli wrote:xhuis you said you were feeling better but every thread you make makes me worry more about your sanity
ExcessiveUseOfCobblestone wrote:Sorry I was making fun of xhuis' """""compromise""""" who insisted that was the correct term to use.
CitrusGender wrote:We've ended up disabling clockcult on sybil and bagil now (terry is having some problems.) We will give Xhuis some time until he wishes to work upon it again. As of now, please use this thread for ideas and not for bickering.
wubli wrote:you are a cultist of the gay
IkeTG wrote:It's a reflection of humanity, like all of man's creation. You cannot divorce this act from yourself, in a way there's a big titty moth inside all of us.
wesoda25 wrote:yeah no one was curious what it was from. Imagine choosing being a degenerate as your forum gimmick, LOL
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Buff Wizard Phylactery Artifact?
Incoming blacklisted skeletons from the mirror a month ago or something.
-
- Github User
- Joined: Tue Apr 15, 2014 11:41 pm
- Byond Username: Incoming
- Github Username: Incoming5643
Re: Buff Wizard Phylactery Artifact?
I removed skellybones from the mirror when I added the phylactery, and I finished making the phylactery because people were bitching about how good the secret mirror technique was.Xhuis wrote:https://tgstation13.org/wiki/Secret_mirror_techniqueKor wrote:It's worth the single spell slot to become a skeleton alone honestly.
THAT SAID:
The way it works now is that the wizard can't come back if EITHER his body OR his phylactery is destroyed. The grand majority of the time it's the body that dies, as hiding the phylactery is very easy and most people would rather play lets smack the wizard than prop hunt.
They way it would classically work is that even destroying the body would not stop the lich, you'd have to destroy the item AND the body to rid yourself forever. Unfortunately the way spells are stored (in the mind) doesn't survive the destruction of the body, so there's no way to keep the RISE spell active if you lose your corpse. It would be a big project to fix this, and I've already got a big project that I'm goofing off too much on (datum based antags).
If someone fixed that the RISE spell would probably change to only charge up while you're dead, as opposed to all the time. The time to resurrect might get longer too. Of course it's hard to put TOO much downtime for the wizard, because wizard rounds are notorious for shuttle calls at the first possible opportunity (stop doing this).
Developer - Datum Antags: Feburary 2016
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
- Takeguru
- Joined: Wed May 07, 2014 5:20 pm
- Byond Username: TakeGuru
Re: Buff Wizard Phylactery Artifact?
>Stop doing this
Stop trying to save crew from one of the most lethal antags?
Stop trying to save crew from one of the most lethal antags?
- Scones
- Joined: Mon Nov 10, 2014 2:46 am
- Byond Username: Scones
- Location: cooler than thou
Re: Buff Wizard Phylactery Artifact?
"Too much downtime on a wizard"
No such thing
No such thing
plplplplp WOOOOooo hahahhaha
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Buff Wizard Phylactery Artifact?
Immediate shuttle call is always the best option, why do you think otherwise?
Unlike most antags, wizards have almost 0 prep time. Grab your spell, teleport, you're good to go. You can take full advantage of the long fueling window if you're that worried.
Otherwise if the wizard is alive by the point shuttle is called, either the wizard is wrecking the crew and it makes sense to flee, or he's doing typical maint hiding bullshit (99% of wizards now) at which point it's pretty much extended and the shuttle should be called.
Unlike most antags, wizards have almost 0 prep time. Grab your spell, teleport, you're good to go. You can take full advantage of the long fueling window if you're that worried.
Otherwise if the wizard is alive by the point shuttle is called, either the wizard is wrecking the crew and it makes sense to flee, or he's doing typical maint hiding bullshit (99% of wizards now) at which point it's pretty much extended and the shuttle should be called.
-
- Github User
- Joined: Tue Apr 15, 2014 11:41 pm
- Byond Username: Incoming
- Github Username: Incoming5643
Re: Buff Wizard Phylactery Artifact?
The tendency towards the "rush game" has always been something I wasn't a fan of. Fewer interesting/funny/stupid things can happen if everyone's so quick to hit the reset button. When the refueling period was added it was out of necessity. People were literally calling the shuttle five minutes into the round as soon as any antag was confirmed as existing. It wasn't a sanctioning of "when you've played the round long enough" but rather a hamfisted attempt at correcting a destructive player mindset about the pacing of the game. If a wizard does something crazy like summon a bunch of weapons then yeah call the shuttle asap but if it's just him or him and a few apprentices, it probably isn't worth calling the shuttle so quickly. Knuckle down and try to stop that wizbiz, don't just give up and go home without trying.
It's the path of least resistance on "defeating the bad guys", call the shuttle before they can do anything. It's effective sure, but is it fun? I don't think so. I don't know, I'm kind of an outlier on that subject these days, but that's just how I feel about it. It's not really the topic for this, so whatever.
It's the path of least resistance on "defeating the bad guys", call the shuttle before they can do anything. It's effective sure, but is it fun? I don't think so. I don't know, I'm kind of an outlier on that subject these days, but that's just how I feel about it. It's not really the topic for this, so whatever.
Developer - Datum Antags: Feburary 2016
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
- Takeguru
- Joined: Wed May 07, 2014 5:20 pm
- Byond Username: TakeGuru
Re: Buff Wizard Phylactery Artifact?
Wizard is unique is that they're at their most lethal right from the getgo.
Revs, cults, shadowlings, gangs, they take time to get to the point where they're a formidable force, but as soon as the wizard ports to the station he's ready to go.
Killing the wizard just makes it extended unless it mulligans or badmins press buttons.
Revs, cults, shadowlings, gangs, they take time to get to the point where they're a formidable force, but as soon as the wizard ports to the station he's ready to go.
Killing the wizard just makes it extended unless it mulligans or badmins press buttons.
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Buff Wizard Phylactery Artifact?
20 minutes is an eternity in wizard rounds. Given the amount of lethality that most wizards can possess, the fighting is usually decisively in one side's favor depending on crew size/robustness and wizard robustness. Either the wizard gets dunked immediately and its traitor, the wizard is outmatched and spends 95% of the shift hiding in maint, jaunting to places the crew will never find... or the wizard is on a killing spree and destroyed almost any source of serious resistance.Incoming wrote:The tendency towards the "rush game" has always been something I wasn't a fan of. Fewer interesting/funny/stupid things can happen if everyone's so quick to hit the reset button. When the refueling period was added it was out of necessity. People were literally calling the shuttle five minutes into the round as soon as any antag was confirmed as existing. It wasn't a sanctioning of "when you've played the round long enough" but rather a hamfisted attempt at correcting a destructive player mindset about the pacing of the game. If a wizard does something crazy like summon a bunch of weapons then yeah call the shuttle asap but if it's just him or him and a few apprentices, it probably isn't worth calling the shuttle so quickly. Knuckle down and try to stop that wizbiz, don't just give up and go home without trying.
It's the path of least resistance on "defeating the bad guys", call the shuttle before they can do anything. It's effective sure, but is it fun? I don't think so. I don't know, I'm kind of an outlier on that subject these days, but that's just how I feel about it. It's not really the topic for this, so whatever.
If you don't want a shuttle called ASAP, make wizard produce an interesting conflict for more than 20 minutes. I'm not going to sit around and just let the round drag on as extended because the wizard stole a jetpack and is going to AFK in the basketball/tye dye/etc. rooms where nobody will ever find them.
- Eaglendia
- Joined: Mon Jun 09, 2014 10:42 pm
- Byond Username: Eaglendia
Re: Buff Wizard Phylactery Artifact?
As an aside regarding the mechanics of RISE! being fixed, I'm pretty sure (not 100%) "RISE!" is already broken anyway in that it's not multi-instanceable, which is something that would definitely need to be fixed if the spell is going to stick around (having more than one active wizard at a time, while uncommon, is definitely possible). My reason for believing this is that during a Wizard round a couple of weeks ago I killed a phylactery Wizard as an Assistant and found his spellbook unbound, with a charge remaining, among his belongings after he respawned at his phylactery. Out of the robeless spells, I elected to take RISE! in order to fight the Wizard on the same level as him, only to find that I didn't have access to Bind Soul to choose a phylactery (leading me to believe that I would have respawned at the location of the phylactery the Wizard had chosen if I ever died, which I didn't), and upon killing and incinerating the Wizard, I lost the ability to cast the RISE! spell at all.
╔═════════════════════════════════════════════════╗
Millian MacTavish • Braids Grenades • Eliott Graves • Tyrell Stone
In-game trialmin; certified boomer.
Be rational, be responsible, and be excellent to eachother.
╚═════════════════════════════════════════════════╝
Millian MacTavish • Braids Grenades • Eliott Graves • Tyrell Stone
In-game trialmin; certified boomer.
Be rational, be responsible, and be excellent to eachother.
╚═════════════════════════════════════════════════╝
Trialmin Review • Always better, never perfect.
-
- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Buff Wizard Phylactery Artifact?
Honestly with a staff of animation it almost is, just fly around animating shit in space and overwhelm the crew every time.Kor wrote:It's worth the single spell slot to become a skeleton alone honestly. It's good that you can gib him to stop him respawning from a pen he left in space forever.
Would it be possible to make it force spawn you a new body and cram you in it if your body was destroyed and the spell was off cooldown when you died?
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
-
- Github User
- Joined: Tue Apr 15, 2014 11:41 pm
- Byond Username: Incoming
- Github Username: Incoming5643
Re: Buff Wizard Phylactery Artifact?
This is probably a bug with the spellbook assuming all spell purchases coming from the same person source (to be fair 99% of the time that's true). It seems like you may have inadvertently selected to upgrade the spell the wizard already had instead of gain your own version. I'll look into it.Eaglendia wrote:As an aside regarding the mechanics of RISE! being fixed, I'm pretty sure (not 100%) "RISE!" is already broken anyway in that it's not multi-instanceable, which is something that would definitely need to be fixed if the spell is going to stick around (having more than one active wizard at a time, while uncommon, is definitely possible). My reason for believing this is that during a Wizard round a couple of weeks ago I killed a phylactery Wizard as an Assistant and found his spellbook unbound, with a charge remaining, among his belongings after he respawned at his phylactery. Out of the robeless spells, I elected to take RISE! in order to fight the Wizard on the same level as him, only to find that I didn't have access to Bind Soul to choose a phylactery (leading me to believe that I would have respawned at the location of the phylactery the Wizard had chosen if I ever died, which I didn't), and upon killing and incinerating the Wizard, I lost the ability to cast the RISE! spell at all.
The spell is lost the instant the body is destroyed, which can't be reliably predicted in the code. This means that I'd have to throw in a check in the gibbing itself, which isn't good coding practice. At that point it'd probably be better to just solve the underlying problem of minds not surviving the gibbing process.Would it be possible to make it force spawn you a new body and cram you in it if your body was destroyed and the spell was off cooldown when you died?
Developer - Datum Antags: Feburary 2016
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
Who is online
Users browsing this forum: No registered users