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?
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.
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.
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.
*Librarian urges kick in* Perhaps this should be cut and pasted into the quick reference thread for easy reference?
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.
I guess I'll add this here now: HTML: <effect type="summonhostile"/> <!-- attributes identical to summon --> Summons a non-allied monster.
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
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?
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.