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PostPosted: Sat Feb 28, 2009 10:01 pm 
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Like the other *ouch items (pouch and couch) this allows you to summon an amount of items every day. This set of items are "magic trick" themed and are all combat usable (with some out of combat).

Actually just wanted to start this thread to list some of the "magic tricks" that were either rejected or we couldn't come up with anything practical for, but which were funny anyway.

telepathy -> telapathy (making people not care at a distance)

telekinesis -> hellakinesis (really bitchin' ability to move things with your mind)

clairvoyance -> starevoyance (being able to tell when someone is staring at you)

pyrokenesis -> pyrosynasthesia (seeing fire where there should be letters and numbers)

OR pyrokenesis -> pyroreeses (getting your fire stuck in someone's peanut butter)

necromancy -> neccomancy (being able to communicate with little candy wafers)

Clairvoyance -> Clairbuoyance = knowing whether an object will float

Telekinesis -> Telefluoresis = Making things glow with your mind

Psychokinesis -> Psycho kinesis (ability to move psychos with your mind)

ESP -> Extra Sanitary Perception (ability to find clean bathrooms)

Pyrokinetics -> Pyritecalisthenics (tendency to work-out with fool's gold)

Necromancy -> Nekomancy (ability to communicate with cats)

Alchemy -> Malchemy (the art of turning lead into yuck)

Astral Projection -> Wastrel Projection (creating the illusion of hobos)

--------------

Guess I also want to note after polling a few people it seemed worthless to have anything other than the "dump all items" usage, so this version of the *ouch summoners just dumps them all. Saves on a lot of complexity in the use page, and there's really no reason someone might want to summon one but not all, that I can think of.


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PostPosted: Sat Feb 28, 2009 10:29 pm 
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I must say, I'm continually impressed by the item descriptions you come up with. The drowsing rod in particular displays a special sort of genius.

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PostPosted: Sun Mar 01, 2009 12:35 am 
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Quote:
You invite Ryme to play cards with you and then declare the game to be fifty-two pickup. It's kind of a jerk move, but it's still funny. You buff Ryme with Playing Fifty-two Pickup.
I would like to see quotation marks added around the word buff. :D

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PostPosted: Mon Mar 02, 2009 7:37 am 
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Very nice ideas, I'd love to see some of them in the future. I don't know w

Ryme wrote:
Guess I also want to note after polling a few people it seemed worthless to have anything other than the "dump all items" usage, so this version of the *ouch summoners just dumps them all. Saves on a lot of complexity in the use page, and there's really no reason someone might want to summon one but not all, that I can think of.


I agree to this. The pouch has different modifier with each version, which one might actually want (OK, maybe it's just me who needs the 1% item drops bonus). But for the couch I can't think of any reason not to dump it. It just makes it very hard (at this point close to impossible) to have one of each in the MD :D


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PostPosted: Mon Mar 02, 2009 1:42 pm 
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Well, the Enerbun Sphere is unequippable until level 12, so, yeah.

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PostPosted: Tue Mar 03, 2009 5:40 pm 
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Hopefully????! You're damn right I addressed this already. You can't use the doll on any UR, boss*, or scaling creature.

*Boss is defined both as final bosses, and also as any foe that has a quest-related consequence for beating it. This would include some of the holiday foes, but they're scaling and get included anyway.


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PostPosted: Tue Mar 03, 2009 7:01 pm 
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Wait, no scaling? It seems like the only one you'd really want to prevent from picking up is the fiends, maybe. I can't see how it'd damage anything to do it for the space robots.


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PostPosted: Tue Mar 03, 2009 7:37 pm 
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Because I can't reliably recreate the scaling on a lot of critters, so you're not going to be able to really fight the same thing a second time.


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PostPosted: Tue Mar 03, 2009 7:59 pm 
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Oh, I figured you just stored an encounter number and by-passed the encounter selection if it was present.


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PostPosted: Tue Mar 03, 2009 9:05 pm 
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For non-scaling foes, yes. For scaling foes, it's much more complicated.


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PostPosted: Tue Mar 03, 2009 9:24 pm 
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Also, imagine stockpiling a bunch of voodoo dolls and going into S7G for the first time. And then getting yourself onto the S7G leaderboard while fighting 1HP robots.

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PostPosted: Wed Mar 04, 2009 1:53 am 
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But you must have some definitive link to a scaling enemy, right? An id of some sort? But meh, maybe it's not setup the way I'm thinking. I figure every encounter has an id, scaling or not, and you have blanks or something to indicate if it's scaling, and if it is, it scales it according to the formulas. So if you just saved that id with the voodoo doll, it wouldn't recreate the 1 hp robots, it'd just make sure you got the robot with that name and it'd do the scaling as usual. :/


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PostPosted: Tue Mar 10, 2009 3:24 pm 
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Yeah, I was thinking that too. Like the ID would just be a reference to creating the encounter and then the encounter applies all the formulas.

Does this warrant rewriting some systems? It might be a massive pain later if you don't make the switch now.

With that said, the chest makes me feel like I'm getting many items. Much nicer than the other stuff.

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PostPosted: Thu Mar 12, 2009 12:10 pm 
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Marty Crouch's magic chest (empty) - 7

I demand multi-use for magic chest >:/


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PostPosted: Thu Mar 12, 2009 1:01 pm 
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Gee, while you're at it princess fickle, add multi use and change the functionality of the couch and pouch!

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PostPosted: Thu Mar 26, 2009 8:09 am 
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I was thinking of some nice abuse of voodoo dolls, but it appears Ryme thought of it too:

You hold up the voodoo doll, but it has no reaction to your opponent. Apparently the mojo of your foe is stronger than the voodoo of you.


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PostPosted: Thu Mar 26, 2009 11:28 am 
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What monster? Remember, they don't work on scaling, URs and one time bosses.

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PostPosted: Mon Mar 30, 2009 1:36 am 
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MagiNinjA wrote:
What monster? Remember, they don't work on scaling, URs and one time bosses.


They also don't work on some other specific cases. VIP guest and sphinx are the ones I found so far.
Strangely, chemist and pitch-black knight can be voodooed, but sphinx cannot. One wanders what logic is used.
Also, Blotto sotto capo can be voodooed but VIP guest cannot.

Are these bugs, or intentional?


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PostPosted: Mon Mar 30, 2009 6:19 am 
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Quest-related creatures can't be imprinted. The VIP guest is such a creature. The others aren't, so the results are mostly to be expected, except for the sphinx, which isn't a quest creature but has been marked as such. I'm still trying to figure out if there was a quest of some sort I meant to apply to the thing, or if that's an accident.


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PostPosted: Mon Mar 30, 2009 12:55 pm 
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Ryme wrote:
Quest-related creatures can't be imprinted. The VIP guest is such a creature. The others aren't, so the results are mostly to be expected, except for the sphinx, which isn't a quest creature but has been marked as such. I'm still trying to figure out if there was a quest of some sort I meant to apply to the thing, or if that's an accident.


Technically the blotto sotto capo enemy is quest related, right? Drops the capo key?


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PostPosted: Mon Mar 30, 2009 1:21 pm 
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Yes, that was part of the question. Why the difference between VIP guest and Blotto sotto capo?


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PostPosted: Mon Mar 30, 2009 4:58 pm 
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Curious. According to the code, those two are only "quest foes" while you're in the quest. Once you've finished with their respective steps, either of them should be imprintable. This appears to be the case when I test it. Muhandes, were you in the middle of the quest when you tested these?


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PostPosted: Mon Mar 30, 2009 11:51 pm 
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Yes I was. In fact, I imprinted the blotto on the same adventure when he gave me the key.


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