I am also using an anchored template dot. What I am saying is that if I change it from dot to recursive with amount, it will drop all subsequent ones from the spot where you originally cast the buff!
Try a DoT attached to a buff (or whatever) then use removebuffbyname as a trigger triggered by a recursive do you have the buff I want trigger. Trigger. Trigger trigger trigger.
Reiterating my powerful desire to have MagicResistBuff, MagicReflectBuff, and HaywireBuff. Also, WhenDodgedBuff, WhenCounteredBuff, WhenBlockedBuff, and WhenResistedBuff.
I want a skill that lets you craft items out of every single tree, the nerf could be it only gives you the crafting skills and no other stats or very small stats spread evenly in different area's such as Mage,Rouge,Warrior stats. so no one character will benefit greatly from the stats but being able to craft anything at any level.
You can mod this yourself - this is a thread for mod requests in terms of features and functionality not yet moddable within Dredmor.
Horizontal scrolling in the "choose your name also your hero" screen for the hero protraits. So we can mod in an hypothetic infinite amount of new playable characters, just like we can do for skills. EDIT : Plus some method to force the player's character to move in a choosen direction with the tag ammount stating for how many turns. An <effect type="damagesbycolliding"/> too. (mmh, i wonder what we could do with that)
I think it'd be a great way to make items have a bit more character if there was a command to add a buff or debuff on the wearing or removal of an item. We could use polymorph commands to get Nethack style boots of levitation or even add cursed items with stuff that seems nice until it slams you with a debuff for trying to take it off.
triggeronmovebuff and triggeronmove effect type Fuelled by Booze and Well Fed buffs not being hard coded Certain buffs working depending on weapon that you are holding (like the hardcoded main skills)
requiredebuffontrigger that affects the enemy. Basically if the enemy is affected by a certain buff, or rather debuff, this would proc the spell on those affected by the debuff.
Yes, you can. But it's wacky, and thus counter-intuitive, and thus new modders aren't able to use this method.
How would you check the buff on an enemy? I honestly don't know because nothing seems to be able to do this.
You don't. You give the enemy a debuff that pulls a requirebuffontrigger for a buff the player has active.
But what if you have two enemies where one has the buff and the other doesn't? You couldn't distinguish them.
I've always wanted to be able to have pre-reqs on triggers. Like, what if you could make a spell that triggered a different spell if your sagacity was > 30, and another even more powerful spell at sagacity > 60? I understand that you can just scale a spell's damage with sagacity, but actually adding new effects? And what about a trigger that requires a specific perk before it activates? Sorry if this has already been mentioned, of course.
It has but I still really want this for a number of reasons. We can scale debuff durations for instance without requiring a ton of new code (outside of the conditionals).
This lacks one of the ways a requirebuffontrigger version that checks debuffs on enemies would help immensely: targeting. If you had that, it could be used to mark enemies for other spell effects to target, using stuff like area spells to find them. In other words you could do the equivalent of saving an enemy target in a variable, which has huge implications for stuff that suddenly become possible.