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[SVN689] Talismans

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I.P.Knightly

Sorceror
Re: [TESTING-TC] Talismans

Here is another one this talisman removes the spellweaving spell wildfire and is a yamandon slayer.I screwed up the shot with the wildfire in it.
But double click the talisman and click on yourself to remove the spell
 

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Re: [TESTING-TC] Talismans

I see... thank you :)

Only 2 infos:

- the percentage on "killer", that you call "slayer", what represents? For the yamandon one, is it "damage increased by 42%", or is it "42% chance to strike a double damage"?
- what if you get the recharge timer on a talisman, then you drop it and equip another talisman? Currently in DemiseTC you have to wait also for other talismans.

About charges not used, I'll make some screenshots about later.
 

I.P.Knightly

Sorceror
Re: [TESTING-TC] Talismans

osd_daedalus;676058 said:
I see... thank you :)

Only 2 infos:

- the percentage on "killer", that you call "slayer", what represents? For the yamandon one, is it "damage increased by 42%", or is it "42% chance to strike a double damage"?
- what if you get the recharge timer on a talisman, then you drop it and equip another talisman? Currently in DemiseTC you have to wait also for other talismans.

About charges not used, I'll make some screenshots about later.

Killer = Damage Increase it stacks but will not go over the 300%
Protection = Reduces damage

You only have to wait out the cool down timer if "that" talisman was used.

An example:
You and I are killing things at a spawn
I have a talisman that summons bandages (10 at a time) there is a cool down time (timer) on it.
I use it and drop it on the ground
You pick it up
Though you did not use the talisman there still is a timer on it and it resets to the beginning if it does not cool all the way down
If I have another talisman that summons bandages I can equip that and use it right away.
 

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I.P.Knightly

Sorceror
Re: [TESTING-TC] Talismans

A few things

That Talisman will remove a curse spell
It should not show the amount of charges
It did do the right thing in saying that is an invalid target ( you were not cursed )
Since it did not do anything it should not have a cool down timer running it did not go off you started your demonstration with 46 charges and still shows 46 charges
 

Athena

Account Terminated
Re: [IN DEVELOPMENT-TC] Talismans

I was browsing around vendors on Chesapeake and came across this one that shows charges:

View attachment 21375


So what we need to know is, is it random or do certain one's show charges.
 

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I.P.Knightly

Sorceror
Re: [IN DEVELOPMENT-TC] Talismans

Seer Athena;679503 said:
I was browsing around vendors on Chesapeake and came across this one that shows charges:

View attachment 21375


So what we need to know is, is it random or do certain one's show charges.

Interesting
What I can do is wait until the scripters are up and running in Heartwood and I will go collect all the talisman they put on the ground and do a check on them.
Unless someone has a better idea.
 

Athena

Account Terminated
Re: [IN DEVELOPMENT-TC] Talismans

I think that's all we can do, we can check for any pattern there might be.
 

I.P.Knightly

Sorceror
Re: [IN DEVELOPMENT-TC] Talismans

Any other time there would have been 5 - 10 scripters there but since I need something ......grrrrrrrrr

Some showed charges remaining most did not also there are some that say Owned By No One and once you equip it it gets your name and becomes blessed
If someone other then me tries to equip it you get a message saying
" you are not the owner "
 

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Re: [IN DEVELOPMENT-TC] Talismans

I.P.Knightly;680787 said:
Any other time there would have been 5 - 10 scripters there but since I need something ......grrrrrrrrr

Some showed charges remaining most did not also there are some that say Owned By No One and once you equip it it gets your name and becomes blessed
If someone other then me tries to equip it you get a message saying
" you are not the owner "

let's notice only blessed ones (which are also those who have the "owner" tag) won't show charges. Normal ones will show charges
 

Bama

Bug Huntress
Re: [IN DEVELOPMENT-TC] Talismans

From what I read and understood
The Talisman must have a timer on it
The timers vary depending on what the Talisman does
Timers are straight time meaning if you log out the timer still runs

Talisman that is a summons or summons something
Has a 1800 second timer on it
Has a usage example 26 charges left
Charges are depleted with a successful use meaning if you double click it and summon 10 boards and the Talisman shows 30 uses remaining it will not deplete a charge until the timer runs out and another 10 boards are summoned
If the Talisman summons a creature it is only 1 creature that is summoned
When the Talisman is removed the creature that was summoned disappears
If it is a resource such as ingots/bandages it is 10 of the item
If 1 person uses the Talisman and drops it to the ground for another person to use the timer is still in effect and must run down to zero before being used again
Talisman can be blessed with the Owned By on it and if it has a name it will only work for that person/account

Talisman that is a curse or ward removal or another spell
Has a 1200 seconds timer and has the same rules as above
If the Talisman has (creature) Killer or (creature) Protection it works like this
Killer = Damage Increase it stacks but will not go over the 300%
Protection = Reduces damage

If the talisman has a trades skill on it Tailor/Smith etc % it adds to your success chances which means that if you have a 30% chance with real skill to make an exceptional item and the Talisman has 30% increase to exceptional when you equip the Talisman you have 60% exceptional chance.
Anyway thats what I gathered from the thread though I don't know what all the bugs are
 

MalGanis

Sorceror
Re: [TESTING] Talismans

To make testing even easier, i prepared a quick test pack for this.

All you have to do is unpack it and run Server.exe, no patching, compiling, nothing, just plain unpack and run.

To play on this server type 'localhost' where it says Server. Thats about it...

Note: This is svn 525 server with talismans installed.
 

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koluch

Sorceror
Re: [TESTING] Talismans**Oooo, OUCHIES!!**

Tested on our backup server which basically wiped every talisman out there, because we use your ML 53 SVN for the talisman and the player statues which work, unlike the updates that have been released by others.
If I put this on our live server the players are gonna string me UP!
I understand the talisman needed to be fine tuned, but removing the random talisman class, unless you are using a new install...well your in my boat.
Looking at the changes made, they seem very subtle(craft item, some wordage in cleaning up code and % chance)but it is pretty much 53 without the random talisman and added into loot.(and the code added to talisman.cs for random talisman is not that different)
My legit legendary crafter is not seeing any significant difference.
The timers are working, but those worked on 53.
The buffs and removal are also the same.

I say all seems fine for those just adding this, but for others using the earlier release, maybe there is a way to implement this without the removal of the random talisman class, I'm working on that now.
(and yes, I know this section is for verification and testing only, but there are a LOT of people in the situation I am in and assisting them to upgrade without losing everything I think is important)

By the way, anyone addressed the 1/2 damage on crafted weapons, cause if the talisman work like a gem on exceptional crafting, that's just negated by that bug which I consider HUGE!

By the way, good to see ya back Mal :]

Koluch
 

koluch

Sorceror
Re: [TESTING] Talismans

ONCE I get a little break at work I KNOW this can be resolved.
The only issue I see is the removal of the RandomTalisman class, the other craft and buffs seem fine :]

Hell, your a lot C#'er then I am on this crap, but Im doing what I can :]

Thanks!

Koluch
 
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