Modding Requests

Discussion in 'Modding' started by J-Factor, Dec 29, 2011.

  1. dbaumgart

    dbaumgart Art Director Staff Member

    Now that is supposed to exist. What the heck happened to it? ... hm
  2. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Add to that list Vending Machines (we can already place the existing ones, but I'd like to make my own like a Potion Machine or a Trap Machine or a Mushroom Machine) and Diggle Gods (I want to put the Minor Diggle God of Foreshadowing on about the 7th level of the dungeon.) Gods and Vending look hardcoded to me, or else they'd be in my mod already (which hopefully I'll be releasing soon).
    OmniaNigrum and Spectreincarnate like this.
  3. Kazeto

    Kazeto Member

    I think it would be good if we got something like this, but with us being able to choose what are the possible outcomes, like that:
    <resistbuff random="3" randomtype="hyperborean,voltaic" />
    With this one giving either hyperborean or voltaic resistance, 50% chance for each.
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  4. HypnoticSheep

    HypnoticSheep Member

    I would love the ability to tie skill trees to specific items being equipped, and disable the tree's bonuses without it.
    OmniaNigrum, Ryvian, DaVici and 3 others like this.
  5. Null

    Null Will Mod for Digglebucks

    Add pure/typeless/nonresistable damage to damage and drain effects. I recommend simply using amount and amountF.
    OmniaNigrum likes this.
  6. zaratustra

    zaratustra Member

    The ability to remove single items/enemies/recipes from the main game.
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  7. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Set bonuses (if I'm wearing a monocle, fancy pants, and a top hat, gain Fancy Dress buff).
    OmniaNigrum, Ryvian, kino5 and 7 others like this.
  8. Gabriel P

    Gabriel P Member

    All of the above. :cool:

    Also it would be great if attack triggers had a filter for damage type, so you could have things like <playerHitEffectBuff percentage="100" damagetype="conflagratory" name="Oh God It Burns"/> to get an effect that only triggers when you're hit with fire damage.
    OmniaNigrum, Samupo and HypnoticSheep like this.
  9. A way to distinguish between "no cooldown" and "no MP cost". Currently in order to make Shoulder Bash be usable every turn, it has to be classified as a 0 MP spell, which is fine except it's disabled by anti-magic fields.
    OmniaNigrum likes this.
  10. Essence

    Essence Will Mod for Digglebucks

    You can't just write downtime=0? Or cooldown=0, whichever it actually is?
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  11. I can, but even when I do that, it's reclassified as a 0 MP magic spell.
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  12. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Would cooldown=1 even have an effect? You'd use it, it'd trigger cooldown, and then you'd advance the round and ding down your cooldown. You could try that.
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  13. I did. For some reason it still only allowed me to do it every other turn.
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  14. Ruigi

    Ruigi Will Mod for Digglebucks

    Another thing I'd like to see is the ability to manually enter an alternate description text to describe an onhit effect, similar to the description text that gets added to a weapon when you enchant it on a krong anvil.
    OmniaNigrum, DaVici, Kazeto and 2 others like this.
  15. HypnoticSheep

    HypnoticSheep Member

    It'd also be pretty cool to be able to add new secondary stats. They don't need to be displayed, necessarily, so long as they're tracked. I'm thinking for things like new crafting trees, where you'd either need to make everything a level 0 craft (my current workaround), or create a new secondary stat that rises each level.

    You could do this fairly easily by including one more tag in the itemDB definition of a toolkit, something like usesSecondary="20". After that, skill trees would only need to increase that stat, and as far as I can tell everything would run like normal. This would also allow us to base crafting recipe requirements on things like Magic Power or Trap Affinity.

    Plus, don't you want to see a Beardsmithing tree? I know I do.
  16. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Allow overrideClassName to work on all items.
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  17. HypnoticSheep

    HypnoticSheep Member

    It'd also be nice to be able to get skills to show that floating text when they proc, like Vampirism Attack or Blackjack do. I've got a class based around passive skills, and it's tough for players to notice when they proc.
    OmniaNigrum likes this.
  18. Already possible, ask Essence, who does it for QiGong.
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  19. Essence

    Essence Will Mod for Digglebucks

    Mind the double post.


    The ability to reduce or eliminate Shattered Chest Syndrome

    The ability to define a group of items and then refer to that group with references like RandomSigil or ItemType="Knuckles".

    And just in case anyone hasn't mentioned it MAKE MANTEMPLATEDB.XML EDITABLE! :D
  20. kitmehsu

    kitmehsu Member

    Add a triggeronConsumefood and triggeronconsumebooze for a glutenous/alcoholic skills
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