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1.0.10 Syntax

Discussion in 'Modding' started by Blind Piper, Feb 16, 2012.

  1. Blind Piper

    Blind Piper Member

    Pretty much everything I've learned about modding DoD has come from reading the xml files in the game folder. With 1.0.10, this begs the question: "how do I random?" (for Randomized Resistances, for examples). Is there a magical place I can find the syntax for all the new goodies?
     
  2. Essence

    Essence Will Mod for Digglebucks

    There will be -- I'm certain they'll add a few example of each new syntax to the core game files in order to test their new code.
     
  3. Null

    Null Will Mod for Digglebucks

    I expect that new mob drops are implemented through death spells. They've probably used random damage/resists on some item. I'm expecting maybe they changed some abilities to scale with other stats, but not sure.
    Most should be pretty obvious though.
     
  4. Nicholas

    Nicholas Technology Director Staff Member

    SCALE

    <effect type="damage" piercing="3" piercingF="0.5" secondaryFactor="4" bleed="1" /> <!-- 4 = Crit -->
    <effect type="damage" piercing="3" piercingF="0.5" primaryFactor="0" /> <!-- 0 == burliness I think -->

    RANDOM DAMAGE/RESISTANCE TYPES

    <resistbuff random="2"/> <!-- grants 2 random resistances to something, of the same category -->
    <damagebuff random="2"/> <!-- grants 2 random damages to something, of the same category -->

    GENERICIZED ITEM CLASSES FOR SACRIFICES

    any of:
    weapon, armour, wand, gem, mushroom, potion, food, booze, artifact, toolkit, misc

    REMOVING BUFFS BY NAME

    <effect type="removebuffbyname" name="Thaumite Infestation" amount="1"/> <!-- removes one thaumite -->
    <effect type="removebuffbyname" name="Thaumite Infestation" amount="0"/> <!-- removes all thaumites -->

    COUNTER, BLOCK, DODGE, AND CRITICAL HIT TRIGGERS

    <counterBuff percentage="25" name="Zalgohit1"/>
    <blockBuff percentage="25" name="Zalgohit1"/>
    <dodgeBuff percentage="25" name="Zalgohit1"/>
    <criticalBuff percentage="25" name="Zalgohit1"/>

    BOOZE AND FOOD CONSUMPTION TRIGGERS

    <boozeBuff percentage="25" name="Zalgohit1"/>
    <foodBuff percentage="25" name="Zalgohit1"/>
    <consumptionBuff percentage="25" name="Zalgohit1"/> <!-- for food and booze -->

    MONSTER CAST ON DEATH TRIGGERS

    <monster name="Diggle">
    <onDeath percentage="25" name="Infernal Torus"/>
    </monster>

    MONSTER ITEM DROPS

    <monster name="Diggle">
    <drop name="Lutefisk" percent="25"/>
    <drop name="Diggle Nog" percent="35"/>
    </monster>

    35% of the time the monster will drop Diggle Nog. 25% of the time the monster will drop Lutefisk. 45% of the time the monster will drop nothing.

    TAXA OVERRIDES

    <!-- still reads the taxa. -->

    <effect percent="100" type="spellpoints" amount="1" amountF="0.05" taxa="Animal" />

    <!-- works on all Diggles (but not Muscle Diggles, because they're actually their own element in the monster tree -->

    <effect percent="100" type="spellpoints" amount="1" amountF="0.05" taxa="Diggle" />

    <!-- works only on Sickly Diggles. -->

    <effect percent="100" type="spellpoints" amount="1" amountF="0.05" taxa="Sickly Diggle" />

    ALLOW OVERRIDECLASSNAME TO WORK ON ALL ITEMS

    .. as it says on the tin.
     
    Wi§p, MrAltamente, Essence and 2 others like this.
  5. Lorrelian

    Lorrelian Member

    *Librarian urges kick in*

    Perhaps this should be cut and pasted into the quick reference thread for easy reference?
     
  6. Or at least to the wiki - but even if you combined his post here with both the reference thread and the wiki, there would still be undocumented syntax that few or no people know about. :(
     
  7. Null

    Null Will Mod for Digglebucks

    I guess I'll add this here now:
    HTML:
    <effect type="summonhostile"/> <!-- attributes identical to summon -->
    Summons a non-allied monster.
     
  8. Loswaith

    Loswaith Member

    Just curious if that should be 40% the monster will drop nothing as 35% + 25% = 60%. Or if there is some other formula going on in the background, im just not aware of.

    And thanks for the update :)
     
  9. Essence

    Essence Will Mod for Digglebucks

    What's the syntax for determining whether an on-hit effect goes off just before or just after the combat calculation? :)


    Also:

    Does this already work?
     
  10. Null

    Null Will Mod for Digglebucks

    1.0.10 is at the top for a reason
     
  11. Kazeto

    Kazeto Member

    That. But you can already prepare some of your mods for 1.0.10.
    I pretty much started doing that, and before I released anything.
     
  12. Essence

    Essence Will Mod for Digglebucks

    I asked because it seemed like Null was stating something he knew from experience.