A third infusion for your spells. Once a spell has two elements, a later level-up offers a third: its effect stacks on top of the pair on every hit. Works with MoreWizards.
Everyone uses the host's settings. While you're in someone's game, this mod reads the host's config instead of yours, from the lobby on. Your config file isn't changed, and your own values are back when you leave. If the host doesn't have the mod, it stays off for you in that game.
Changelog
1.1.2
Fix: the remaining "NotImplementedException" errors (found with 1.1.1's logging). They came from lightning ricochets: the third element's effect briefly changed the hit's element, and ricochets read it a moment later when it was back to the pair. The third element now runs on its own copy of the hit.
1.1.1
Fix: more "NotImplementedException" errors with third infusions. Some game code (random element picking) combines elements directly, skipping the path fixed in 1.0.2, so that's covered too.
If the game still logs that error, the BepInEx log now shows where it came from (first 5 per session).
1.1.0
The host's [Third Infusion] settings now apply to everyone in the run (enabled, spell level, repeat elements, choices). Players' own config files are left alone and used again after the run.
1.0.2
Fix: once a spell had a third infusion, the game kept throwing "NotImplementedException" (hundreds of times per run in the log). The game also combines a pair with a new element, such as FireDouble + Fire, and that wasn't covered. Any combination that adds up to 3 or more base elements now keeps the spell's pair.
1.0.1
Fix: the mod didn't load ("Error loading [TripleInfusion]"). It hooked a RunManager method the game doesn't have.
Fix: the third-infusion shop couldn't read which spell it was for. That field is now read directly.
1.0.0
First release: a third infusion shop at a later spell level (21 by default). The third element's effect stacks on top of the spell's two-element combo.
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