What can I say? When you're right, you are right. 'Least of your problems' was the understatement of the year
I spent two hours looking for an unclosed bracket - what the log said was the issue - only to find that the real problem was that I spelled 'function' with a capital 'F'... other than that it's been easy - long and tedious, coding it three lines at a time - but relatively trouble-free.
I'm about half-way recoding it - this time without the bugs - but I've run into some unrelated trouble with a bug making the game crash, so I'll have to reinstall before I can finish testing, so it'll probably be Monday before I'm done.
On the flip side, I've learned more about Demigod coding in the past three days than I did in the three months previous - alls well that ends well, I guess.
Either way, thank you for your help - I'm quite certain I never would have figured it out without your input.
As a side note, I was thinking while I worked (imagine that!) and I got struck by an idea that might make this item balanced - and in a fun way too.
When I was looking over the 'aura' code, I noticed that both the time between pulses and the duration of each pulse are defined - and I thought I could make all the effects (or most at least) of the ring into an aura, reduce them to more modest levels (read: about 1/500th of the current amount) and then set the pulse duration to 25 or 30, and the pulse time to 5 or 6.
The theoretical effect of this would be that all the bonuses - say, a hundred or so to health and mana, a hundred or two to armor, 5 or 6% to move/attack speed, and so on - would not only effect all your allies nearby, but would increase over time. Say, an ally enters the field - they would receive 150 bonus to health, then a few seconds later, another 150 (for a total bonus of three hundred) then a few seconds later, another 150 (for a total of 450) up to a max bonus of 600 or 750.
My only worry is that the item might be a little OP on an individual basis - because the person wearing the item would get a permanent bonus to all those stats - and I was thinking about making the bonuses larger for other people, maybe by adding a non-aura bonus of negative stats - so you get the ring, and lose 450 points of health, then when the aura stacks up over time to 750, you end with a net result increase of 300 points - or something like that.
What do you think?