Ability to somehow create our own templates. Not sure if this isnt already possible and I just dont know about it. (If its the second please do tell how do I make my own templates D: ) A remote mine trigger from range effect type would be nice too for those times when the bloody monster somehow keeps avoiding it (And other cool effects too).
Also (back onto my original trigger options request, to some degree) to trigger procs when under X hp- a sort of "last stand" buff when you're close to dying. Just look at manTemplateDB.xml in the game files. It has a little guide at the top and everything.
Oh cool thanks. Also so I contribute to the topic help me understand this first. Lets say we have a spell that does slashing damage. Lets use: Code: effect type="damage" slashing="10" slashingF="1" secondaryscale="2" Lets say we have 5 melee power. The resulting spell will do 15 slashing damage right? If so could there be a scaling from actual damage types too? So the spell scales with your weapon slashing damage lets say. Or you could use necromantic damage and let it scale off your bonus necromantic damage.
Yes, that's scaling right. No, you can't scale to specific damage types, just primary and secondary stats.
Yes. No. And making it possible is a way to make it even more likely for people to crash their copies of DoD.
I'm confused by this statement. How is calling a getter method for one int going to be less stable than calling a getter method for another int?
Well I think he thought that scaling of would cause a recursive loop (ie a stack overflow if unbounded) while in reality they're two different things (ie it's not a buff but rather spell damage that's being added so it can't loop)
Not really. It's just that there are two damage sets - one for melee, and one for ranged, and new modders are going to confuse them a lot in stupid ways.
As there is a dig effect type that makes holes in walls perhaps there could be a dig effect that makes water/magma pools on ground. And a switch effect type that switches the positions of player and monster/item.
How would that cause crashes? It just sounds like an idiot would make a spell that scaled with ranged slashing damage instead of melee, resulting in terrible balance. Although the range in which you would use these damages to scale your spells instead of the existing IDs wouldn't be very wide... That wouldn't cause recursion. You would be calling the stat of your equipment & perks combined, multiplied by the scale, and added to the static defined by the tag.
A functioning horadric lutefisk cube block for minecraft. ...What do you mean, not that kind of modding request thread?
Ability to consume a specific item (based on item name probably) when using the "item" spell type. And an amount of said item would be nice too.
More than one buff in requirrebuffontrigger or requirebuffontriggernot. So certain spells trigger only when you have all the required buffs.