FORUM ARCHIVED

A few simple XML Suggestions

Discussion in 'Suggestions' started by Null, Dec 23, 2011.

  1. Null

    Null Will Mod for Digglebucks

    I have three total xml suggestions, these should be very simple to implement and can be used to augment existing skills.

    First: allow adding text to the ticker. This could be added to existing spells that have nice flashy effects to describe, or to spells triggered by buffs to make them more obvious, etc.
    Code:
    <effect type="ticker" text="This is just some sample text"/>
    
    Secondly: add a vision effect that simply makes all affected types visible to the player for the duration set by amount. This could be used to make a useful thing out of third sight (or second sight) for one thing, allowing those skills to be much better (the thing with third sight is that if you have perception they're already visible, but that's not this thread's purpose)

    Actually this next one isn't very simple but it could be quite useful. For instance maybe you want demonic skills to cause you to go into demon form more often, but only if you have the skill level. Or maybe Syzygy for instance could buff astral powers specifically.
    Short conditionals could be added to spells. The only really usable ones would be checking for buffs or skill levels
    Code:
    <effect type="trigger" spell="Thors Fulminaric Bolt" ifbuff="Voltaic Empowerment"/>
    <effect type="trigger" spell="Small Electrical Strike" ifbuff="Voltaic Empowerment" ifnot="1"/>
    
    I'm not sure whether it'd be easier to go by skill and level or skill level's name, but it doesn't quite matter and an example of what I'd personally want is not needed.


    And finally there could be a possibility to trigger a spell on a buff's end (using a timer doesn't work for anything but timed buffs, and doesn't account for removals). For instance Thaumites could maybe leave on either of removal or ending, exactly when the buff would end. Or maybe something like Celestial Aegis will create a nice explosion when it ends to deal :dmg_aethereal: to nearby enemies. I'd suggest just two tags:
    Code:
    <triggeronend spell="Dummy"/> <!-- this spell will be casted if and only if the spell ends by the end of the buff, not removal by any means -->
    <triggeronremove spell="Dummy 2"/> <!-- this spell will be triggered if the spell is removed either by uncurse, or by a manual remove, when the spell has removeable -->
    
    Obviously the most useful thing in the current game is to put this on Thaumites so they leave perfectly. You could also use it on Celestial Aegis and give a buff to Astrology because absolutely nobody uses anything after the first level.

    So those were my few suggestions, they shouldn't be that difficult to implement, especially the ticker. And I've managed to slip in some potential buffs to Astrology (which I did not come in here intending to do, but giving examples I've realized that using these could make it better because absolutely nobody uses any more than the first level).
     
    Essence likes this.
  2. Essence

    Essence Will Mod for Digglebucks

    ^^This.
     
  3. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I would really love to be able to use the percent="$variable" flag on <customblocker>. Possibly on <monster> or <horde> too.
     
  4. Null

    Null Will Mod for Digglebucks

    Aren't those already there. I know for a fact they're used (at least blocker) in multiple places. Either way it doesn't relate to this specific thread.
     
  5. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Nope, tried it last night and it caused the game to crash, so...
     
  6. Null

    Null Will Mod for Digglebucks

    Well I'm absolutely certain that the game uses percents on at least blockers without crashes often and there's numerous other possibilities for crashes, so...
     
  7. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    When I took out the percent flag, it stopped the crash. Since that was the only change I made, I'm relatively certain that was the problem.