Skill Line Description: Items: Crafting: Mobs: Room: Rationale: So, I am needing quite a bit of help here, most importantly, answering these questions: Which stuff are impossible to do? Can I find anyone to help me with art? Can I get some balance issues help ? Also, when are Dredmor updates going to be released on Desura? Progress: Snooping around with the code, it seems that i can only allow meat-based products to refill hunger afterall, minecraft doesn't let you eat non-meat products Hunger system would be impossible to implement, because, hardcoding Found a workaround to eating items using consumeItem, but the cyclic nature is a no. until i find a way to remove only specific debuffs. mehh I understand that this is a very ambitious concept, and it might not get finished, let alone start, but.. whatever
I can't really comment on much here since I'm rather new to modding as well (I started yesterday), but it doesn't seem too hard to pick up, so good luck! Though I will say I really enjoy the idea behind "Portal to the Nether?" I think it would make you play DoD in a rather unique way.
thanks! in fact, what got me to start thinking of making a mod because i saw how lulzy and revolutionary Hive Blind was. the balancing was insanely good and funny. i thought to myself, hey, no one makes skills that makes use of such systems of risk/reward. as with "Portal to the Nether?" I was thinking about the Minecraft hunger system and translating it to DoD voila!, hunger system.
Oh wow, that's quite a compliment, thankyou! . I have to admit that I didn't realise that idea was a reference to Minecraft though. A hunger system is DoD is still something I'd be keen to play around with. But anyway, I'd love to help out where I can once I get a handle on the code. Edit: I just want to say that, yes, I realise how incredibly daft I sounded. It only just hit me now that I somehow missed that the title was "minecrafter". Please feel free to laugh at me and make me feel bad . I haven't exactly spent much time in that game so I didn't "get" the other references!
1. Your last level would not work prettily (Let's click through 50 screens of a recipe learned). The Ender Portal will be really damn hard to do. Lots of hacks with that but it can be done. You can't check for a specific vision radius for the creepers, and that would be rather useless anyway 3. Nerf the crafting points there, move up, remove alch etc, the - is excessive, 4. When Desura puts them up.
I have been wanting to do something like this but it's not going to happen at this point so I'll share one of my ideas for what I wanted to do with it. Use a combination of templates and triggerfromlist to allow a long timeut spell to do anything from just removing a single wall to spawning a big cave with enemies and ore.
I've thought of writing the portal as summoning blocker(s)--> and putting a 100% triggerOnCast on the skill what could you suggest for a capstone skill? i'm thinking of high utility but not movement and not any more crafting skillsit's really hard writing spells with no Logic systems to work with. until i can gain access to the list of Flags. everything, except for the +stat skills, seems impossible, lol
Actually, there is a simple logic system there (using "requirebuffontrigger" and "requirebuffonnottrigger" parameters for triggering effects), it's just that not everything can be used as a control value there.
You can make lots of uses of dummy buffs for this. http://community.gaslampgames.com/threads/sneaky-modding-tricks.3389/ That thread among other things has a way to make if/then/else statements. I've used it to make target dependent effects(if target = player then a, else b. But it wasn't quite stated the way its posted there, the base spell had the buff, and a trigger to go to a subspell, which check for it and trigger a if buff was there, or trigger b if buff was not there, and both a and b used removebuffbyname for the dummy buff).
Well considering you'd have to channel it the blockers would have to be recreated every turn if you have the buff and the endermen need to spawn.