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).
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: Code: <resistbuff random="3" randomtype="hyperborean,voltaic" /> With this one giving either hyperborean or voltaic resistance, 50% chance for each.
I would love the ability to tie skill trees to specific items being equipped, and disable the tree's bonuses without it.
Add pure/typeless/nonresistable damage to damage and drain effects. I recommend simply using amount and amountF.
All of the above. 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.
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.
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.
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.
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.
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.
Mind the double post. TriggeronBlock TriggeronCounter TriggeronEnemyDodge TriggeronEnemyBlock TriggeronEnemyCounter 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!