Only 7? Sorry, i won't step on OMN's toes, but 7 is cake. Spoiler: OMN don't read this until after you answer for yourself. New weapon types. New crafting tools. Limited stacks of debuffs on monsters. Various forms of XYZbuff working inside <buff> tags. Various forms of XYZbuff working inside spells AT ALL. Wands that target anything that isn't currently on the floor. Creating dungeon objects in-game that are anything other than pretty blockers. And that's just offhand.
Well, I wouldn't say the first one is outright impossible... Only more complicated than it ought to be.
I think I can think of workarounds for 1-2, while given that Kazeto cracked one, I'm sure more are possibly workaroundable. Spoiler 2/ Runecrafter type system - it's not a new tool, but you can make a crafting tree with a bit of mangling - which is totally 100% where the fun is at. 3/ Can you check effects on a monster? If you can, it's trivial, but I'm guessing you totally can't because otherwise it'd be trivial
Off the top of my head? Enemy buffs ignore stacksize. Enemy buffs ignore brittle. Enemy buffs ignore HitEffectBuffs. Sleep, lockdown, suction and God knows what else ignores the player. Knock ignores its amount variable, however that's supposed to work. You can give monsters adjacent-type (or anchored template) attacks but their AI doesn't know how to use them and wastes turns doing nothing, if that counts. The whole 'floor-targeted spells ignore taxa' thing is a mess, even if you can use some illogical workarounds. Temporary invisibility on monsters I don't think works (though I gave up that pretty quickly so I could be wrong). Area-type spells have CTDed me every time a monster casts one. There have been others, but I've not actually kept a list.
I don't have any complaints about the current state of Dredmor's moddability because I think that Gaslamp should be focusing all of its efforts on Clockwork Empires. Seriously, I don't want anything to distract Gaslamp from finishing their most ambitious project.
^^ This. There are like three minor bugfixes that I'd really like to see addressed, but I'd rather they outsource that to some ambitious community members willing to sign an NDC re: the source code and teach themselves C++ the same way they taught themselves XML.
I don't want to discourage you man, but learning C++ (any programming language but even more C++) is orders of magnitude more difficult than learning a markup language like XML, and doing it by trying to read code from someone's software is probably a bad idea.
Oh, I've taken classes in C++, and I have manuals sitting around my house. I know the fundamental concepts behind programming. I even worked for my college's IT department for a few years.) I'm not afraid of learning a programming language, I just don't have any motivation to do so at the moment. Give me a crack at the source code of a game I'm madly in love with, and...well, my wife will probably embroider herself another "Dredmor Widow" T-shirt.
Still, that doesn't mean there aren't guys among us who do know it well enough to make it work (no, I'm not volunteering, I don't have time to do that). And some things don't require people to have 10+ years of experience for as long as they know what they are doing and they know the basics. But I understand your concern.
Being from one of the Slivovitz making bastions, I'd be willing to make that work on flavour grounds. Would take some seriously convoluted ways of going about it, but using the RR code for obsidia shrines should be able to do the trick. Any logical fallacies and a need to overcome issues which concern common sense are most likely allready involved in any instance of actually drinking Slivovitz IRL anyway.
Well the code doesn't imply most of those, ie new weapon types, or creating nonblockers, wands targeting things, the second buff triggers.
Multiple weapon types exist in itemDB. That implies that further types could be added. There is no indication whatsoever that adding a new weapon type won't work. The wands and blockers, I suppose you're right.
Comments are not code. In fact, having that comment implies that they may not be changed/added to rather than the opposite.
What Null is saying is that because there is no code defining weapons (i.e. <weapon =...) you shouldn't expect to be able to add custom ones. It'd be like expecting to be able to add a new damage type.
Ahhhh...OK. I get that. It's surprising, though, how many people assume that they CAN add weapon types given just that.
You can, but it's something beginning modders would not know about, and since those are the guys who want to add new weapon skills most of the time, I reckon you can see where this is going.