Last Evil
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Last Evil

Essence is Power
dragonfire98765 2021 年 8 月 10 日 下午 3:45
list of what the effects do
here is a current list of what the in game effects are when activated by the mod.

(x) - the number you enter in to the field

essence effects at start of encounter

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Bleed - you take (x) damage at the start of each turn

Weeken - you deal 25% less damage until stack ends, ticks down each turn

Focus - you take 50% more damage till the stack ends, ticks down each turn

Atk - increases the attack of spells by (x), permanent

Dfn - increases the number of shields gained by spells by (x), permanent

Inflation - ?

invincible - all damage taken is reduced to 1, ticks down each turn

Binded - permanently forces bind on player for the first turn (can be used to create an underflow)

Purify - negates (x) number of negatives effects, ticks down each use

Thorns - deals (x) damage when attacked, permanent

Metalize - at the start of each turn gain (x) shield, permanent

Scurvy - every turn enemy gains (X) bleed added to them, permanent

Incision - every attack you do causes (x) bleed stacks, permanent

Morale - all damage is increased by the (x) until end of first turn

Agile - all shields gains are increased by (x) until end of first turn

Onemind - can't be tempted (use?), permanent

Berserk - each time damage is taken, increase moral by current stack, permanent

Toughness - ? (disappears the moment my turn begins)

Sanctification - damaging enemy HP adds wounded scar to the spell pile, permanent

Exhaust - reduces mana recovery (can cause an underflow)

Stigma - ? (disappears the moment my turn begins)

Pain - take (x) damage at the end of each turn, permanent

Climax 1 - damages you

Climax 2 - damages you after 1 turn

Climax 3 - damages you after a few turns, factor of 10 ((x)*10)

Frail - you gain 25% less shields per spell, ticks down each turn

Burn - take (x) damage at the beginning of each turn, permanent

Dejavu - any non-extinct spell will be returned to the spell pile for (x) number of turns

Immortal - next extinct spell you play will not be destroyed, ticks down each use

Preperation - keep unused spells in your hand during this turn, ticks down per turn

Double Play - next mana based spell is used twice, ticks down per use

Overload - losing HP reduces your own power by amount of damage taken, permanent

Regeneration - permanent regenerate (x) HP this turn, permanent

Obay - permanently negates your shields (normal only), permanent

Dignity - you cannot receive damage more than this, this turn (seems to be removed when
you end your turn, pointless).

Dignity per turn - stops you from taking damage (breaks the game?)

Ectoplasm - each time you take damage , one debuff is removed. permanent effect, seems to removed (x) number of de-buffs when damaged.)

Internal Injury - grants effect unstoppable, attacks go thought shields, permanent

Inanimate being - target is immune to all debuffs, permanent

Boost Mana - at the start of each turn gain X mana, permanent

Boost Lust - at the start of each turn gain X lust, permanent

Piercing - next damage ignores shields, ticks down per use

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permanent essence effect

as of 1.0.3 the permanent effects are now working. so I've tested them


Bleed - you take (x) damage at the start of each turn

Weeken - you deal 25% less damage until stack ends, ticks down each turn

Focus - you take 50% more damage till the stack ends, ticks down each turn

Atk - increases the attack of spells by (x), permanent

Dfn - increases the number of shields gained by spells by (x), permanent

Inflation - increases essence by (X)

invincible - all damage taken is reduced to 1, ticks down each turn

Binded - permanently forces bind on player for the first turn (can be used to create an underflow)

Purify - negates (x) number of negatives effects, ticks down each use

Thorns - deals (x) damage when attacked, permanent

Metalize - at the start of each turn gain (x) shield, permanent

Scurvy - every turn enemy gains (X) bleed added to them, permanent

Incision - every attack you do causes (x) bleed stacks, permanent

Morale - all damage is increased by the (x) until end of first turn

Agile - all shields gains are increased by (x) until end of first turn

Onemind - can't be tempted (use?), permanent

Berserk - each time damage is taken, increase moral by current stack, permanent

Toughness – decreases by 1 at the START of each turn, if (X) where 10 then you would start the fight with 9, suggested workaround, if you want 10 set it to 11.

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I had a think on this one and I don’t know if the game uses C# I learned it in uni but it’s been a long time since I last used it but I thought I’d give a suggestion of an in game and code based workaround.

(going off C# here for a potential coding work around, maybe…)

For toughness data entry field

X = data field
Y= toughness
Z = edit check

If (x > 0)
{
If (z= 0)
{
Z= 1
(y) = (x) +1
}
}
------------------------------------------------------------------------------------

Sanctification - gives you (x) number of scar spells per enemy HP damaged, permanent
(how is the permanent version more debilitating?)

Exhaust - reduces mana recovery (can cause an underflow), disappears after first turn

Stigma - ? (disappears the moment my turn begins)

Pain - take (x) damage at the end of each turn, permanent

Climax 1 - hurts you for (x), at start of battle

Climax 2 - …, next turn

Climax 3 - …, in 3 turns

Frail - you gain 25% less shields per spell, ticks down each turn

Burn - take (x) damage at the beginning of each turn, permanent

Dejavu - any non-extinct spell will be returned to the spell pile for (x) number of turns

Immortal - next extinct spell you play will not be destroyed, ticks down each use

Preperation - keep unused spells in your hand during this turn, ticks down per turn

Double Play - next mana based spell is used twice, ticks down per use

Overload - losing HP reduces your own power by amount of damage taken, permanent

Regeneration - permanent regenerate (x) HP this turn, permanent

Obay - permanently negates your shields (normal only), permanent

Dignity - you cannot receive damage more than this, this turn (seems to be removed when
you end your turn, pointless).

Dignity per turn - stops you from taking damage (breaks the game?)

Ectoplasm - each time you take damage , one debuff is removed. permanent effect, seems to removed (x) number of de-buffs when damaged.)

Internal Injury - grants effect unstoppable, attacks go thought shields, permanent

Inanimate being - target is immune to all debuffs, permanent

Boost Mana - at the start of each turn gain X mana, permanent

Boost Lust - at the start of each turn gain X lust, permanent

Piercing - next damage ignores shields, ticks down per use
最后由 dragonfire98765 编辑于; 2021 年 8 月 11 日 上午 8:53
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AxS 2021 年 11 月 1 日 上午 4:53 
stigma is an effect placed on ennemies: each time this ennemy is hit, attacker gains shield.
No use for character though.
dragonfire98765 2021 年 11 月 1 日 上午 5:35 
引用自 AxS
stigma is an effect placed on ennemies: each time this ennemy is hit, attacker gains shield.
No use for character though.
thx
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