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FAXPAX: A Thing What Fax Made

Discussion in 'Mod Releases' started by FaxCelestis, Feb 2, 2012.

  1. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Some changes made to Brofistery per Bergstrom's suggestions. Plus, salty bawl got a buff and TACOs are probably fixed (can't test, don't have one atm). 0.8.RevB is up.
     
    OmniNegro, r_b_bergstrom and Essence like this.
  2. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    UPDATE: Taco is indeed fixed!
     
    OmniNegro likes this.
  3. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    RevC is up. Minor changes to craftDB.xml only.
     
    OmniNegro likes this.
  4. zorackprime

    zorackprime Member

    wooo thank you for the fixes!
     
  5. Glazed

    Glazed Member

    Code:
    \FaxPax.0.8.RevC\mod\itemDB.xml(49):  <triggerondodge percentage="25" name="Adventurer Aikido" />
    
    triggerondodge should be dodgeBuff.
     
  6. Aegho

    Aegho Member

    To quote the quick reference thread.

    targetHitEffectBuff
    playerHitEffectBuff
    targetKillBuff
    crossbowShotBuff
    fireCrossbow (as CrossbowShotBuff, but doesn't require your bolt to hit it's target)
    thrownBuff
    triggeroncast
    triggerondodge
    boozeBuff (this and all following are planned for 1.0.10 and not currently available.)
    foodBuff
    consumeBuff
    criticalBuff
    counterBuff
    blockBuff

    And to quote the game files:
    Code:
    <triggerondodge percent="30" name="Adventurer Aikido" />
    (1.0.11 RC5)
     
  7. Glazed

    Glazed Member

    Then the reference thread is wrong. Test it like I did and you'll see that, on items, triggerondodge does nothing and dodgeBuff works.

    Here's a different core game snippet:

    Code:
    <spell name="Transdimensional Dodging" downtime="3" type="self" icon="skills/transdimensional_dodge32.png" >
      <anim sprite="sprites/sfx/psionic_generic/psionic_generic" frames="5" framerate="100" sfx="ping" />
        <buff useTimer="0" self="1" stackable="0" removable="1" stacksize="1" icon="skills/transdimensional_dodge64.png" smallicon="skills/transdimensional_dodge32.png" >
            <effect type="buff" self="1" sprite="sprites/sfx/psionic_generic/psionic_generic" frames="5" framerate="100" sfx="magic" />
          <dodgebuff percent="100" name="Froda's Jump Discontinuity" />
          <secondarybuff id="6" amount="3"/> <!-- dodge -->
        </buff>
        <description text="Sometimes you can dodge almost out of reality (and then back into it). Whether this ends up being a good thing is to be seen on a per-case basis. You may activate this ability at will."/>
      </spell>
    
    The game XML is not 100% consistent.
     
  8. Aegho

    Aegho Member

    Weird, they should work on their consistency methinks(pokes GLG).
     
  9. Glazed

    Glazed Member

    The world of DoD XML is a crazy, mixed-up place. Another example: sometimes "percent" is used, and sometimes it's "percentage".
     
  10. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Which one is it inside <effect type="trigger" /> ?
     
  11. Glazed

    Glazed Member

    percent
     
  12. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    WELL. That explains what's wrong with the tiki bar's spawn rates.
     
  13. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    New skill in 0.8.RevD!

    The Dastardly Scoundrel:
    0th level: Vanish
    0:mana:, invisible for 6 rounds
    Passive: +3:sneakiness:, +3:dodge:

    1st level: Sneak Attack
    5% of the time on hit, deal extra :dmg_piercing: equal to 1+(.5*:sneakiness:)
    Passive: +1:melee_power:, +3:crit:, +3:sneakiness:

    2nd level: No Ticket
    Castable: + sign shaped burst that deals 2+(.1*:melee_power:):dmg_blast:, knocks back, and locks down for 2 rounds. Usable every 30 turns.
    Passive: +1:caddishness:, +1:savvy:, +2:dodge:

    3rd level: Cool Guys Don't Look At Explosions
    10% of the time when struck, create explosion that deals 2+(.1*:caddishness:):dmg_conflagratory: behind player
    Passive: +2:caddishness:, +1:trap_sense:, +1:sight:, +2:resist_conflagratory:

    4th level: Never Outnumbered
    Castable: AoE centered on player: for each creature in area, give small, randomized, stacking buff to player. Usable every 100 turns.
    Passive: +1:armor_asorb:, +1:life_regen:, +1:resist_slashing:, +1:resist_piercing:, +1:resist_blast:, +1:resist_crushing:

    5th level: Flee The Scene
    Castable: randomized repeated blink, leave behind a clone to clean up for you. Usable every 75 turns.
    Passive: +5:dodge:, +4:sneakiness:

    6th level: Out Of Phase
    Castable: brittle 10 buff that gives +20:dodge:, +20:magic_resist:, +20:sneakiness:, +20:reflection:. Usable every 50 turns.
    Passive: +2:caddishness:, +2:savvy:, +5:dodge:, +5:magic_resist:, +5:sneakiness:, +10:reflection:
     
  14. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Infinite free invisibility on-command as the first level has some potential to be kinda good, don't ya think? Maybe that was a typo?
     
  15. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    It's short duration, goes away if you do anything but move, and costs a turn to keep up.

    EDIT: Let me clarify. In order to have invisibility up permanently, you have to spend fully 1/7th your turns casting invisibility. If it's that huge an issue, I'll make it into a hungry or cooldown buff.
     
  16. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Alright, on second consideration:
    Duration of Vanish doubled to 12 turns, given a cooldown of 24 turns. RevE up.
     
  17. DavidB1111

    DavidB1111 Member

    Well, I would love to give this a try, but I'm also testing the RC beta. So, It might be awhile before I play this. Unless the beta is stable enough now to play with mods without breaking.

    Also, Diablo III. Which is slowly taking over my life.
     
  18. OmniaNigrum

    OmniaNigrum Member

    I have been using the Beta with mods since the very first day. It certainly works just fine. In fact, half the mods we commonly used were made by those who contributed great volumes of insanity to the DLC Beta. FaxCelestis was a definitive part of a good portion of the content, and has helped fix other parts too.

    *Edit* In particular, I can confirm that FAXPAX, ID, RR, and most other mods work fine with the Beta. It would be a much shorter list to tell you what mods do not work than those that do. But note that some mods like ID are partly included in the DLC Beta, so you need to go to that thread and grab the version that he says o use for the Beta or you will certainly have problems.
     
  19. OmniaNigrum

    OmniaNigrum Member

    Uh oh... Rod of Necrotic Might is a reproducible and instant game ender. No warnings about what went wrong either. It just goes necrotic. (Pun intended.)

    And there seem to be a few other little issues I have not pinned down enough to mention too. But it is still good.

    Until the next revision that changes the RoNM, players should simply avoid using it.
     
  20. DavidB1111

    DavidB1111 Member

    Ah. Thank you for the information, Omni.