Just putting this on the forums so I can take it out of my sig. Nothing new to see here. I am not the mad wizard who discovered this info; that was Null. I just made it pretty. Let me know if you're color blind and any of the colors are hard/impossible to see.
random stuff from around the boards (credit mostly to Null): The list of triggers you can put in a skill are the following for your ease of use: targetHitEffectBuff playerHitEffectBuff targetKillBuff crossbowShotBuff thrownBuff triggeroncast triggerondodge (in skills only) dodgeBuff (works anywhere) boozeBuff foodBuff consumeBuff criticalBuff counterBuff blockBuff Bolded triggers work inside of <buff> tags; others don't. Note on triggers succesfully passing targeting information on to the triggered spell/skill: targetKillBuff does (but since the target is dead, the triggered spell should probably be a targetCorpse type) playerHitEffectBuff does (the attacker is targeted) triggerondodge does (attacker is targeted) triggeroncast does This also applies to whether they use percent (triggeron) or percentage (Buff) in the XML. Also only targetHitEffectBuff and playerHitEffectBuff are implemented inside buffs, though as of 1.0.10 all of the XBuff abilities and triggerons should work inside buff tags. The list of spell effects you can put in a spell: http://www.dredmorwiki.com/wiki/Spell_Effects The list of spell types: target targetmonster targetfloor targetemptyfloor targetcorpse adjacent targetadjacentcorpse (<-- those of you who tried to use 'adjacentcorpse' and failed, here's why!) self beam missile beammisssile diggingbeam item template knightlyleap rook fireball (uses radius="X" to determine how many square out from target it goes.) area (uses radius="X" to determine how many square out from player it goes.) cone (as Area, but only applies to a 90-degree arc in the direction clicked.) adjacentwall The list of Damage Types: (* indicates a Basic type affected by Armor Absorb.) Acidic Aethereal Asphyxiative Blasting* Conflagratory Crushing* Existential Hyperborean Necromantic Piercing Putrefying Righteous Slashing* Toxic Transmutative Voltaic
Off the top of my head: mine: Whether or not the spell is a mine. mineTimer: How long the mine lasts. mineUseGlints: Whether or not the mine uses 'glints' - basically drawing the mine's sprite many times in a dense pattern. This is how poison clouds are drawn - their sprite is single tiny skull cloud that is drawn many times. mineGlintDensity: How dense the 'glint' pattern is. Presumably # of sprites per tile. mineSpritePNGSeries: The mine's sprite. Look at the other mine sprites to figure out the filename format. mineSpritePNGNum: How many PNGs the sprite consists of. mineSpritePNGRate: Animation speed for the sprite. I think it's how many milliseconds each frame lasts. mineSpriteDrawOrder: Whether or not to draw the mine's sprite in order or randomly. minesMustBeUnobstructed: Whether or not each tile of the mine should only be created if it's not on top of a wall. (I think) mineRadius: Radius of the mine (in # of tiles). Includes the center tile. minePermanent: Whether or not the mine is not consumed when something walks into it (e.g. healing crystals)
1.0.10 Syntax: SKILL SETUPS <skill name="Big Game Hunter" skillname="Big Game Hunter" type="warrior" achievement="ACHIEVEMENT_BIG_GAME_HUNTER_MASTERY" description="The hunt is on."> <art icon="skills/hunter64.png"/> </skill> <ability name="Big Game Hunter" icon="skills/hunter64.png" skillname="Big Game Hunter" startSkill="1"> <description text="The hunt is on."/> </ability> SCALE <effect type="damage" piercing="3" piercingF="0.5" secondaryScale="4" bleed="1" /> <!-- 4 = Crit --> <effect type="damage" piercing="3" piercingF="0.5" primaryScale="0" /> <!-- 0 == burliness I think --> <!-- next time, Gadget. Next time... 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"/> <consumableBuff 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" /> SUMMON ENEMY MONSTERS: <effect type="summonhostile"/> <!-- attributes identical to summon --> MAKE SURE YOUR BUFF HAPPENS AFTER OTHER COMBAT CALCULATIONS (i.e. Blackjack) <XYXBuff percenage="Q" name="ABC" after="1"/> Not 1.0.10 content, but still a very easy mistake to make: When crafting XML for armor, remember that in the itemDB.xml, you must spell it with an un-American 'u': <armour level="x" type="y"/>.
If you're using Steam, it's fastest to simply add the debug flag to the launch options. Right-click the 'Dungeons of Dredmor' name from the list of games in your Steam library and choose 'Properties.' From there you can find 'Set Launch Options...' under the 'General' tab and enter the following line: -debug-flag Now, debugging mode will start up when you launch the game.
If you're making sprites: http://community.gaslampgames.com/t...-a-palette-and-some-templates-expanding.2799/
More fun stuff with the secondarystats: If you set secondaryScale to 24, 25, or 26 it will scale off of warrior, wizard or rogue levels respectively. 27 through 29 seem to be a constant ten or eleven. In a buff, 24 through 29 will give Burliness, Sagacity, Nimbleness, Caddishness, Stubbornness, and Savvy in that order. NOTE: This exploits the current layout of the code and is not necessarily expected to work identically or at all with future updates. Use at your own risk
Floor Themes: 1: Dungeon 2: Crypt 3: Moonbase 4: Marble 5: Wood/Ship 6: Fungus 7: Frozen 8: Mines 9: Volcano 10: Pandemonium RotDG Floor Themes: 11: Deep Dungeon 12: Dojo 13: Clockwork 14: Underground Forest 15: Ossuary
The first checks for a specific buff and will activate the trigger if the buff is there. The second checks for a specific buff and will activate the trigger if the buff is NOT there. Both check the target of the effect, so if you put these triggers on a monster (or corpse?), it will trigger based on whether that monster (or corpse?) has the buff, NOT whether or not the player has the buff. Yes, we have logic gates in DoD. You're welcome.
Craft recipe and item rewards at level up Code: <ability name="Thaumaturgic Tap" icon="skills/magic_tap64.png" skill="24" level="1" giveitem="Lutefisk"> <spell name="Leyline Siphoning" /> <description text="Using your knowledge of leylines, you can occasionally tap the aethereal realm to replenish your vital energies." /> </ability> <ability name="Conduit" icon="skills/wizard/leylines1_64.png" skill="24" level="2" learnrecipe="Nailboard (TM) Mark II prototype"> <description text="The magic flows effortlessly through you! Grants even more mana regeneration."/> <secondarybuff id="14" amount="1"/> <!-- mana regen --> <secondarybuff id="1" amount="3"/> <!-- mana --> </ability> giveitem="Lutefisk" will give the player a lutefisk when he levels the skill up to that skill level learnrecipe="Nailboard (TM) Mark II prototype" will grant the player this craft recipe at level up.
The Exotic Damages thread, linked because it's frikkin' hooj. Opening has info on damage dealt, compiled by myself and Shwqa, Bergstrom's posts on damage resisted is at the end of the first page and scattered through the second.
Primary Stat Breakdowns 1 = 1 0.33 0.16 1 = 0.5 0.33 0.16 0.75 1 = 2 0.5 1 = 1 0.5 0.16 1 = 0.5 0.75 1 = 0.5 0.16 Level Breakdowns Every Level: 2 2 0.33 0.33 0.5 0.33 0.33 0.5 1.5 0.5 0.5 0.5 Warrior Bonus: 2 0.33 0.33 0.16 0.5 0.5 Rogue Bonus: 1 0.5 0.33 0.33 1.5 0.5 0.5 Wizard Bonus: 2 0.5 0.16 1.5 0.5 0.5 Total Warrior Level Increases: 2 1 1 2 1 2 4 2 0.66 0.66 0.5 0.33 0.49 1 1.5 0.5 0.5 1 Total Rogue Level Increases: 1 1 2 2 2 1 3 2 0.33 0.33 1 0.66 0.66 1 3 0.5 1 0.5 Total Wizard Level Increases: 1 2 1 1 2 2 2 4 0.33 0.49 0.5 0.33 0.33 0.5 3 1 1 1
PURE WARRIOR BUILD STATS, 1-20 LEVEL 1 2 1 1 2 1 2 4 2 0.66 0.66 0.5 0.33 0.49 1 1.5 0.5 0.5 1 LEVEL 2 4 2 2 4 2 4 8 4 1.32 1.32 1 0.66 0.98 2 3 1 1 2 LEVEL 3 6 3 3 6 3 6 12 6 1.98 1.98 1.5 0.99 1.47 3 4.5 1.5 1.5 3 LEVEL 4 8 4 4 8 4 8 16 8 2.64 2.64 2 1.32 1.96 4 6 2 2 4 LEVEL 5 10 5 5 10 5 10 20 10 3.3 3.3 2.5 1.65 2.45 5 7.5 2.5 2.5 5 LEVEL 6 12 6 6 12 6 12 24 12 3.96 3.96 3 1.98 2.94 6 9 3 3 6 LEVEL 7 14 7 7 14 7 14 28 14 4.62 4.62 3.5 2.31 3.43 7 10.5 3.5 3.5 7 LEVEL 8 16 8 8 16 8 16 32 16 5.28 5.28 4 2.64 3.92 8 12 4 4 8 LEVEL 9 18 9 9 18 9 18 36 18 5.94 5.94 4.5 2.97 4.41 9 13.5 4.5 4.5 9 LEVEL 10 20 10 10 20 10 20 40 20 6.6 6.6 5 3.3 4.9 10 15 5 5 10 LEVEL 11 22 11 11 22 11 22 44 22 7.26 7.26 5.5 3.63 5.39 11 16.5 5.5 5.5 11 LEVEL 12 24 12 12 24 12 24 48 24 7.92 7.92 6 3.96 5.88 12 18 6 6 12 LEVEL 13 26 13 13 26 13 26 52 26 8.58 8.58 6.5 4.29 6.37 13 19.5 6.5 6.5 13 LEVEL 14 28 14 14 28 14 28 56 28 9.24 9.24 7 4.62 6.86 14 21 7 7 14 LEVEL 15 30 15 15 30 15 30 60 30 9.9 9.9 7.5 4.95 7.35 15 22.5 7.5 7.5 15 LEVEL 16 32 16 16 32 16 32 64 32 10.56 10.56 8 5.28 7.84 16 24 8 8 16 LEVEL 17 34 17 17 34 17 34 68 34 11.22 11.22 8.5 5.61 8.33 17 25.5 8.5 8.5 17 LEVEL 18 36 18 18 36 18 36 72 36 11.88 11.88 9 5.94 8.82 18 27 9 9 18 LEVEL 19 38 19 19 38 19 38 76 38 12.54 12.54 9.5 6.27 9.31 19 28.5 9.5 9.5 19 LEVEL 20 40 20 20 40 20 40 80 40 13.2 13.2 10 6.6 9.8 20 30 10 10 20
PURE ROGUE BUILD STATS, 1-20 LEVEL 1 1 1 2 2 2 1 3 2 0.33 0.33 1 0.66 0.66 1 3 0.5 1 0.5 LEVEL 2 2 2 4 4 4 2 6 4 0.66 0.66 2 1.32 1.32 2 6 1 2 1 LEVEL 3 3 3 6 6 6 3 9 6 0.99 0.99 3 1.98 1.98 3 9 1.5 3 1.5 LEVEL 4 4 4 8 8 8 4 12 8 1.32 1.32 4 2.64 2.64 4 12 2 4 2 LEVEL 5 5 5 10 10 10 5 15 10 1.65 1.65 5 3.3 3.3 5 15 2.5 5 2.5 LEVEL 6 6 6 12 12 12 6 18 12 1.98 1.98 6 3.96 3.96 6 18 3 6 3 LEVEL 7 7 7 14 14 14 7 21 14 2.31 2.31 7 4.62 4.62 7 21 3.5 7 3.5 LEVEL 8 8 8 16 16 16 8 24 16 2.64 2.64 8 5.28 5.28 8 24 4 8 4 LEVEL 9 9 9 18 18 18 9 27 18 2.97 2.97 9 5.94 5.94 9 27 4.5 9 4.5 LEVEL 10 10 10 20 20 20 10 30 20 3.3 3.3 10 6.6 6.6 10 30 5 10 5 LEVEL 11 11 11 22 22 22 11 33 22 3.63 3.63 11 7.26 7.26 11 33 5.5 11 5.5 LEVEL 12 12 12 24 24 24 12 36 24 3.96 3.96 12 7.92 7.92 12 36 6 12 6 LEVEL 13 13 13 26 26 26 13 39 26 4.29 4.29 13 8.58 8.58 13 39 6.5 13 6.5 LEVEL 14 14 14 28 28 28 14 42 28 4.62 4.62 14 9.24 9.24 14 42 7 14 7 LEVEL 15 15 15 30 30 30 15 45 30 4.95 4.95 15 9.9 9.9 15 45 7.5 15 7.5 LEVEL 16 16 16 32 32 32 16 48 32 5.28 5.28 16 10.56 10.56 16 48 8 16 8 LEVEL 17 17 17 34 34 34 17 51 34 5.61 5.61 17 11.22 11.22 17 51 8.5 17 8.5 LEVEL 18 18 18 36 36 36 18 54 36 5.94 5.94 18 11.88 11.88 18 54 9 18 9 LEVEL 19 19 19 38 38 38 19 57 38 6.27 6.27 19 12.54 12.54 19 57 9.5 19 9.5 LEVEL 20 20 20 40 40 40 20 60 40 6.6 6.6 20 13.2 13.2 20 60 10 20 10
PURE WIZARD BUILD STATS, 1-20 LEVEL 1 1 2 1 1 2 2 2 4 0.33 0.49 0.5 0.33 0.33 0.5 3 1 1 1 LEVEL 2 2 4 2 2 4 4 4 8 0.66 0.98 1 0.66 0.66 1 6 2 2 2 LEVEL 3 3 6 3 3 6 6 6 12 0.99 1.47 1.5 0.99 0.99 1.5 9 3 3 3 LEVEL 4 4 8 4 4 8 8 8 16 1.32 1.96 2 1.32 1.32 2 12 4 4 4 LEVEL 5 5 10 5 5 10 10 10 20 1.65 2.45 2.5 1.65 1.65 2.5 15 5 5 5 LEVEL 6 6 12 6 6 12 12 12 24 1.98 2.94 3 1.98 1.98 3 18 6 6 6 LEVEL 7 7 14 7 7 14 14 14 28 2.31 3.43 3.5 2.31 2.31 3.5 21 7 7 7 LEVEL 8 8 16 8 8 16 16 16 32 2.64 3.92 4 2.64 2.64 4 24 8 8 8 LEVEL 9 9 18 9 9 18 18 18 36 2.97 4.41 4.5 2.97 2.97 4.5 27 9 9 9 LEVEL 10 10 20 10 10 20 20 20 40 3.3 4.9 5 3.3 3.3 5 30 10 10 10 LEVEL 11 11 22 11 11 22 22 22 44 3.63 5.39 5.5 3.63 3.63 5.5 33 11 11 11 LEVEL 12 12 24 12 12 24 24 24 48 3.96 5.88 6 3.96 3.96 6 36 12 12 12 LEVEL 13 13 26 13 13 26 26 26 52 4.29 6.37 6.5 4.29 4.29 6.5 39 13 13 13 LEVEL 14 14 28 14 14 28 28 28 56 4.62 6.86 7 4.62 4.62 7 42 14 14 14 LEVEL 15 15 30 15 15 30 30 30 60 4.95 7.35 7.5 4.95 4.95 7.5 45 15 15 15 LEVEL 16 16 32 16 16 32 32 32 64 5.28 7.84 8 5.28 5.28 8 48 16 16 16 LEVEL 17 17 34 17 17 34 34 34 68 5.61 8.33 8.5 5.61 5.61 8.5 51 17 17 17 LEVEL 18 18 36 18 18 36 36 36 72 5.94 8.82 9 5.94 5.94 9 54 18 18 18 LEVEL 19 19 38 19 19 38 38 38 76 6.27 9.31 9.5 6.27 6.27 9.5 57 19 19 19 LEVEL 20 20 40 20 20 40 40 40 80 6.6 9.8 10 6.6 6.6 10 60 20 20 20
Quick and dirty build calculator as promised. Tossed in a few notes but it should mostly be self-explanatory. Read-only, make a copy to edit (i.e. actually use). It's formatted to require no scrolling at 1920x1080 maximized in Chrome on Win7 -- results may vary in any other configuration.
GIMP is fine, you just have to go to image > mode > indexed..., pick one, then when you save the PNG make sure you have "remember color values for transparent pixels" checked. Still, I make my sprites in GIMP, and then do "post-processing" in mtPaint. It has a very handy palette shifter tool and has some neat palette swapping things. If you use mtPaint, if you choose "Save as..." you can actually set the transparency index yourself (rather than the default 0 or -1).